CVCMIServer.cpp 33 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 <boost/asio.hpp>
  12. #include "../lib/filesystem/Filesystem.h"
  13. #include "../lib/campaign/CampaignState.h"
  14. #include "../lib/CThreadHelper.h"
  15. #include "../lib/serializer/Connection.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/CMapHeader.h"
  27. #include "../lib/rmg/CMapGenOptions.h"
  28. #include "../lib/NetPackVisitor.h"
  29. #include "LobbyNetPackVisitors.h"
  30. #ifdef VCMI_ANDROID
  31. #include <jni.h>
  32. #include <android/log.h>
  33. #include "lib/CAndroidVMHelper.h"
  34. #endif
  35. #include "../lib/VCMI_Lib.h"
  36. #include "../lib/VCMIDirs.h"
  37. #include "CGameHandler.h"
  38. #include "processors/PlayerMessageProcessor.h"
  39. #include "../lib/mapping/CMapInfo.h"
  40. #include "../lib/GameConstants.h"
  41. #include "../lib/logging/CBasicLogConfigurator.h"
  42. #include "../lib/CConfigHandler.h"
  43. #include "../lib/ScopeGuard.h"
  44. #include "../lib/serializer/CMemorySerializer.h"
  45. #include "../lib/serializer/Cast.h"
  46. #include "../lib/UnlockGuard.h"
  47. // for applier
  48. #include "../lib/registerTypes/RegisterTypes.h"
  49. // UUID generation
  50. #include <boost/uuid/uuid.hpp>
  51. #include <boost/uuid/uuid_io.hpp>
  52. #include <boost/uuid/uuid_generators.hpp>
  53. #include "../lib/gameState/CGameState.h"
  54. template<typename T> class CApplyOnServer;
  55. class CBaseForServerApply
  56. {
  57. public:
  58. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  59. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  60. virtual ~CBaseForServerApply() {}
  61. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  62. {
  63. return new CApplyOnServer<U>();
  64. }
  65. };
  66. template <typename T> class CApplyOnServer : public CBaseForServerApply
  67. {
  68. public:
  69. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  70. {
  71. T * ptr = static_cast<T *>(pack);
  72. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  73. ptr->visit(checker);
  74. if(checker.getResult())
  75. {
  76. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  77. ApplyOnServerNetPackVisitor applier(*srv);
  78. ptr->visit(applier);
  79. return applier.getResult();
  80. }
  81. else
  82. return false;
  83. }
  84. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  85. {
  86. T * ptr = static_cast<T *>(pack);
  87. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  88. ptr->visit(applier);
  89. }
  90. };
  91. template <>
  92. class CApplyOnServer<CPack> : public CBaseForServerApply
  93. {
  94. public:
  95. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  96. {
  97. logGlobal->error("Cannot apply plain CPack!");
  98. assert(0);
  99. return false;
  100. }
  101. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  102. {
  103. logGlobal->error("Cannot apply plain CPack!");
  104. assert(0);
  105. }
  106. };
  107. std::string SERVER_NAME_AFFIX = "server";
  108. std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
  109. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  110. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  111. {
  112. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  113. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  114. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  115. registerTypesLobbyPacks(*applier);
  116. if(cmdLineOptions.count("port"))
  117. port = cmdLineOptions["port"].as<ui16>();
  118. logNetwork->info("Port %d will be used", port);
  119. try
  120. {
  121. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  122. }
  123. catch(...)
  124. {
  125. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  126. if(cmdLineOptions.count("run-by-client"))
  127. {
  128. logNetwork->error("Port must be specified when run-by-client is used!!");
  129. exit(0);
  130. }
  131. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  132. port = acceptor->local_endpoint().port();
  133. }
  134. logNetwork->info("Listening for connections at port %d", port);
  135. }
  136. CVCMIServer::~CVCMIServer()
  137. {
  138. announceQueue.clear();
  139. if(announceLobbyThread)
  140. announceLobbyThread->join();
  141. }
  142. void CVCMIServer::setState(EServerState value)
  143. {
  144. state.store(value);
  145. }
  146. EServerState CVCMIServer::getState() const
  147. {
  148. return state.load();
  149. }
  150. void CVCMIServer::run()
  151. {
  152. if(!restartGameplay)
  153. {
  154. this->announceLobbyThread = std::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  155. startAsyncAccept();
  156. if(!remoteConnectionsThread && cmdLineOptions.count("lobby"))
  157. {
  158. remoteConnectionsThread = std::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
  159. }
  160. #if defined(VCMI_ANDROID)
  161. #ifndef SINGLE_PROCESS_APP
  162. CAndroidVMHelper vmHelper;
  163. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  164. #endif
  165. #endif
  166. }
  167. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  168. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  169. logNetwork->info("Thread handling connections ended");
  170. if(state == EServerState::GAMEPLAY)
  171. {
  172. gh->run(si->mode == StartInfo::LOAD_GAME);
  173. }
  174. while(state == EServerState::GAMEPLAY_ENDED)
  175. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  176. }
  177. void CVCMIServer::establishRemoteConnections()
  178. {
  179. setThreadName("establishConnection");
  180. //wait for host connection
  181. while(connections.empty())
  182. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  183. uuid = cmdLineOptions["lobby-uuid"].as<std::string>();
  184. int numOfConnections = cmdLineOptions["connections"].as<ui16>();
  185. for(int i = 0; i < numOfConnections; ++i)
  186. connectToRemote();
  187. }
  188. void CVCMIServer::connectToRemote()
  189. {
  190. std::shared_ptr<CConnection> c;
  191. try
  192. {
  193. auto address = cmdLineOptions["lobby"].as<std::string>();
  194. int port = cmdLineOptions["lobby-port"].as<ui16>();
  195. logNetwork->info("Establishing connection to remote at %s:%d with uuid %s", address, port, uuid);
  196. c = std::make_shared<CConnection>(address, port, SERVER_NAME, uuid);
  197. }
  198. catch(...)
  199. {
  200. logNetwork->error("\nCannot establish remote connection!");
  201. }
  202. if(c)
  203. {
  204. connections.insert(c);
  205. remoteConnections.insert(c);
  206. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  207. }
  208. }
  209. void CVCMIServer::threadAnnounceLobby()
  210. {
  211. setThreadName("announceLobby");
  212. while(state != EServerState::SHUTDOWN)
  213. {
  214. {
  215. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  216. while(!announceQueue.empty())
  217. {
  218. announcePack(std::move(announceQueue.front()));
  219. announceQueue.pop_front();
  220. }
  221. if(acceptor)
  222. {
  223. io->reset();
  224. io->poll();
  225. }
  226. }
  227. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  228. }
  229. }
  230. void CVCMIServer::prepareToRestart()
  231. {
  232. if(state == EServerState::GAMEPLAY)
  233. {
  234. restartGameplay = true;
  235. * si = * gh->gs->initialOpts;
  236. si->seedToBeUsed = si->seedPostInit = 0;
  237. state = EServerState::LOBBY;
  238. if (si->campState)
  239. {
  240. assert(si->campState->currentScenario().has_value());
  241. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  242. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  243. }
  244. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  245. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  246. }
  247. for(auto c : connections)
  248. {
  249. c->enterLobbyConnectionMode();
  250. c->disableStackSendingByID();
  251. }
  252. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  253. gh = nullptr;
  254. }
  255. bool CVCMIServer::prepareToStartGame()
  256. {
  257. Load::ProgressAccumulator progressTracking;
  258. Load::Progress current(1);
  259. progressTracking.include(current);
  260. Load::Type currentProgress = std::numeric_limits<Load::Type>::max();
  261. auto progressTrackingThread = boost::thread([this, &progressTracking, &currentProgress]()
  262. {
  263. while(!progressTracking.finished())
  264. {
  265. if(progressTracking.get() != currentProgress)
  266. {
  267. currentProgress = progressTracking.get();
  268. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  269. loadProgress->progress = currentProgress;
  270. addToAnnounceQueue(std::move(loadProgress));
  271. }
  272. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  273. }
  274. });
  275. gh = std::make_shared<CGameHandler>(this);
  276. switch(si->mode)
  277. {
  278. case StartInfo::CAMPAIGN:
  279. logNetwork->info("Preparing to start new campaign");
  280. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(0));
  281. si->fileURI = mi->fileURI;
  282. si->campState->setCurrentMap(campaignMap);
  283. si->campState->setCurrentMapBonus(campaignBonus);
  284. gh->init(si.get(), progressTracking);
  285. break;
  286. case StartInfo::NEW_GAME:
  287. logNetwork->info("Preparing to start new game");
  288. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(0));
  289. si->fileURI = mi->fileURI;
  290. gh->init(si.get(), progressTracking);
  291. break;
  292. case StartInfo::LOAD_GAME:
  293. logNetwork->info("Preparing to start loaded game");
  294. if(!gh->load(si->mapname))
  295. {
  296. current.finish();
  297. progressTrackingThread.join();
  298. return false;
  299. }
  300. break;
  301. default:
  302. logNetwork->error("Wrong mode in StartInfo!");
  303. assert(0);
  304. break;
  305. }
  306. current.finish();
  307. progressTrackingThread.join();
  308. return true;
  309. }
  310. void CVCMIServer::startGameImmidiately()
  311. {
  312. for(auto c : connections)
  313. c->enterGameplayConnectionMode(gh->gs);
  314. state = EServerState::GAMEPLAY;
  315. }
  316. void CVCMIServer::startAsyncAccept()
  317. {
  318. assert(!upcomingConnection);
  319. assert(acceptor);
  320. #if BOOST_VERSION >= 107000 // Boost version >= 1.70
  321. upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
  322. #else
  323. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  324. #endif
  325. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  326. }
  327. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  328. {
  329. if(ec)
  330. {
  331. if(state != EServerState::SHUTDOWN)
  332. logNetwork->info("Something wrong during accepting: %s", ec.message());
  333. return;
  334. }
  335. try
  336. {
  337. if(state == EServerState::LOBBY || !hangingConnections.empty())
  338. {
  339. logNetwork->info("We got a new connection! :)");
  340. auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
  341. upcomingConnection.reset();
  342. connections.insert(c);
  343. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  344. }
  345. }
  346. catch(std::exception & e)
  347. {
  348. logNetwork->error("Failure processing new connection! %s", e.what());
  349. upcomingConnection.reset();
  350. }
  351. startAsyncAccept();
  352. }
  353. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  354. {
  355. private:
  356. CVCMIServer & handler;
  357. std::shared_ptr<CGameHandler> gh;
  358. public:
  359. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  360. :handler(handler), gh(gh)
  361. {
  362. }
  363. virtual bool callTyped() override { return false; }
  364. virtual void visitForLobby(CPackForLobby & packForLobby) override
  365. {
  366. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  367. }
  368. virtual void visitForServer(CPackForServer & serverPack) override
  369. {
  370. if (gh)
  371. gh->handleReceivedPack(&serverPack);
  372. else
  373. logNetwork->error("Received pack for game server while in lobby!");
  374. }
  375. virtual void visitForClient(CPackForClient & clientPack) override
  376. {
  377. }
  378. };
  379. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  380. {
  381. setThreadName("handleClient");
  382. c->enterLobbyConnectionMode();
  383. while(c->connected)
  384. {
  385. CPack * pack;
  386. try
  387. {
  388. pack = c->retrievePack();
  389. }
  390. catch(boost::system::system_error & e)
  391. {
  392. if (e.code() == boost::asio::error::eof)
  393. logNetwork->error("Network error receiving a pack. Connection has been closed");
  394. else
  395. logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
  396. hangingConnections.insert(c);
  397. connections.erase(c);
  398. if(connections.empty() || hostClient == c)
  399. state = EServerState::SHUTDOWN;
  400. if(gh && state == EServerState::GAMEPLAY)
  401. {
  402. gh->handleClientDisconnection(c);
  403. }
  404. break;
  405. }
  406. CVCMIServerPackVisitor visitor(*this, this->gh);
  407. pack->visit(visitor);
  408. }
  409. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  410. if(c->connected)
  411. {
  412. auto lcd = std::make_unique<LobbyClientDisconnected>();
  413. lcd->c = c;
  414. lcd->clientId = c->connectionID;
  415. handleReceivedPack(std::move(lcd));
  416. }
  417. logNetwork->info("Thread listening for %s ended", c->toString());
  418. c->handler.reset();
  419. }
  420. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  421. {
  422. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
  423. if(apply->applyOnServerBefore(this, pack.get()))
  424. addToAnnounceQueue(std::move(pack));
  425. }
  426. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  427. {
  428. for(auto c : connections)
  429. {
  430. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  431. // Until UUID set we only pass LobbyClientConnected to this client
  432. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  433. continue;
  434. c->sendPack(pack.get());
  435. }
  436. applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  437. }
  438. void CVCMIServer::announceMessage(const std::string & txt)
  439. {
  440. logNetwork->info("Show message: %s", txt);
  441. auto cm = std::make_unique<LobbyShowMessage>();
  442. cm->message = txt;
  443. addToAnnounceQueue(std::move(cm));
  444. }
  445. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  446. {
  447. logNetwork->info("%s says: %s", playerName, txt);
  448. auto cm = std::make_unique<LobbyChatMessage>();
  449. cm->playerName = playerName;
  450. cm->message = txt;
  451. addToAnnounceQueue(std::move(cm));
  452. }
  453. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  454. {
  455. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  456. announceQueue.push_back(std::move(pack));
  457. }
  458. bool CVCMIServer::passHost(int toConnectionId)
  459. {
  460. for(auto c : connections)
  461. {
  462. if(isClientHost(c->connectionID))
  463. continue;
  464. if(c->connectionID != toConnectionId)
  465. continue;
  466. hostClient = c;
  467. hostClientId = c->connectionID;
  468. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  469. return true;
  470. }
  471. return false;
  472. }
  473. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  474. {
  475. if(state == EServerState::LOBBY)
  476. c->connectionID = currentClientId++;
  477. if(!hostClient)
  478. {
  479. hostClient = c;
  480. hostClientId = c->connectionID;
  481. si->mode = mode;
  482. }
  483. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  484. if(state == EServerState::LOBBY)
  485. {
  486. for(auto & name : names)
  487. {
  488. logNetwork->info("Client %d player: %s", c->connectionID, name);
  489. ui8 id = currentPlayerId++;
  490. ClientPlayer cp;
  491. cp.connection = c->connectionID;
  492. cp.name = name;
  493. playerNames.insert(std::make_pair(id, cp));
  494. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  495. //put new player in first slot with AI
  496. for(auto & elem : si->playerInfos)
  497. {
  498. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  499. {
  500. setPlayerConnectedId(elem.second, id);
  501. break;
  502. }
  503. }
  504. }
  505. }
  506. }
  507. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  508. {
  509. connections -= c;
  510. if(connections.empty() || hostClient == c)
  511. {
  512. state = EServerState::SHUTDOWN;
  513. return;
  514. }
  515. PlayerReinitInterface startAiPack;
  516. startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  517. for(auto it = playerNames.begin(); it != playerNames.end();)
  518. {
  519. if(it->second.connection != c->connectionID)
  520. {
  521. ++it;
  522. continue;
  523. }
  524. int id = it->first;
  525. std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  526. announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  527. auto * playerSettings = si->getPlayersSettings(id);
  528. if(!playerSettings)
  529. {
  530. ++it;
  531. continue;
  532. }
  533. it = playerNames.erase(it);
  534. setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  535. if(gh && si && state == EServerState::GAMEPLAY)
  536. {
  537. gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  538. gh->connections[playerSettings->color].insert(hostClient);
  539. startAiPack.players.push_back(playerSettings->color);
  540. }
  541. }
  542. if(!startAiPack.players.empty())
  543. gh->sendAndApply(&startAiPack);
  544. }
  545. void CVCMIServer::reconnectPlayer(int connId)
  546. {
  547. PlayerReinitInterface startAiPack;
  548. startAiPack.playerConnectionId = connId;
  549. if(gh && si && state == EServerState::GAMEPLAY)
  550. {
  551. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  552. {
  553. if(it->second.connection != connId)
  554. continue;
  555. int id = it->first;
  556. auto * playerSettings = si->getPlayersSettings(id);
  557. if(!playerSettings)
  558. continue;
  559. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  560. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  561. startAiPack.players.push_back(playerSettings->color);
  562. }
  563. if(!startAiPack.players.empty())
  564. gh->sendAndApply(&startAiPack);
  565. }
  566. }
  567. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  568. {
  569. if(vstd::contains(playerNames, player))
  570. pset.name = playerNames.find(player)->second.name;
  571. else
  572. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  573. pset.connectedPlayerIDs.clear();
  574. if(player != PlayerSettings::PLAYER_AI)
  575. pset.connectedPlayerIDs.insert(player);
  576. }
  577. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  578. {
  579. mi = mapInfo;
  580. if(!mi)
  581. return;
  582. auto namesIt = playerNames.cbegin();
  583. si->playerInfos.clear();
  584. if(mi->scenarioOptionsOfSave)
  585. {
  586. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  587. si->mode = StartInfo::LOAD_GAME;
  588. if(si->campState)
  589. campaignMap = si->campState->currentScenario().value();
  590. for(auto & ps : si->playerInfos)
  591. {
  592. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  593. {
  594. setPlayerConnectedId(ps.second, namesIt++->first);
  595. }
  596. else
  597. {
  598. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  599. }
  600. }
  601. }
  602. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  603. {
  604. if(mi->campaign)
  605. return;
  606. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  607. {
  608. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  609. //neither computer nor human can play - no player
  610. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  611. continue;
  612. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  613. pset.color = PlayerColor(i);
  614. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  615. {
  616. setPlayerConnectedId(pset, namesIt++->first);
  617. }
  618. else
  619. {
  620. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  621. if(!pinfo.canHumanPlay)
  622. {
  623. pset.compOnly = true;
  624. }
  625. }
  626. pset.castle = pinfo.defaultCastle();
  627. pset.hero = pinfo.defaultHero();
  628. if(pset.hero.getNum() != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  629. {
  630. pset.hero = pinfo.mainCustomHeroId;
  631. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  632. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  633. }
  634. pset.handicap = PlayerSettings::NO_HANDICAP;
  635. }
  636. if(mi->isRandomMap && mapGenOpts)
  637. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  638. else
  639. si->mapGenOptions.reset();
  640. }
  641. si->mapname = mi->fileURI;
  642. }
  643. void CVCMIServer::updateAndPropagateLobbyState()
  644. {
  645. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  646. // Update player settings for RMG
  647. // TODO: find appropriate location for this code
  648. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  649. {
  650. for(const auto & psetPair : si->playerInfos)
  651. {
  652. const auto & pset = psetPair.second;
  653. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  654. if(pset.isControlledByHuman())
  655. {
  656. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  657. }
  658. }
  659. }
  660. auto lus = std::make_unique<LobbyUpdateState>();
  661. lus->state = *this;
  662. addToAnnounceQueue(std::move(lus));
  663. }
  664. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  665. {
  666. struct PlayerToRestore
  667. {
  668. PlayerColor color;
  669. int id;
  670. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  671. PlayerToRestore(){ reset(); }
  672. } playerToRestore;
  673. PlayerSettings & clicked = si->playerInfos[clickedColor];
  674. //identify clicked player
  675. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  676. if(clicked.isControlledByHuman())
  677. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  678. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  679. {
  680. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  681. setPlayerConnectedId(restPos, playerToRestore.id);
  682. playerToRestore.reset();
  683. }
  684. int newPlayer; //which player will take clicked position
  685. //who will be put here?
  686. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  687. {
  688. newPlayer = getIdOfFirstUnallocatedPlayer();
  689. if(!newPlayer) //no "free" player -> get just first one
  690. newPlayer = playerNames.begin()->first;
  691. }
  692. else //human clicked -> take next
  693. {
  694. auto i = playerNames.find(clickedNameID); //clicked one
  695. i++; //player AFTER clicked one
  696. if(i != playerNames.end())
  697. newPlayer = i->first;
  698. else
  699. newPlayer = 0; //AI if we scrolled through all players
  700. }
  701. setPlayerConnectedId(clicked, newPlayer); //put player
  702. //if that player was somewhere else, we need to replace him with computer
  703. if(newPlayer) //not AI
  704. {
  705. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  706. {
  707. int curNameID = *(i->second.connectedPlayerIDs.begin());
  708. if(i->first != clickedColor && curNameID == newPlayer)
  709. {
  710. assert(i->second.connectedPlayerIDs.size());
  711. playerToRestore.color = i->first;
  712. playerToRestore.id = newPlayer;
  713. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  714. break;
  715. }
  716. }
  717. }
  718. }
  719. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  720. {
  721. PlayerSettings & s = si->playerInfos[player];
  722. FactionID & cur = s.castle;
  723. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  724. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  725. if(cur.getNum() == PlayerSettings::NONE) //no change
  726. return;
  727. if(cur.getNum() == PlayerSettings::RANDOM) //first/last available
  728. {
  729. if(dir > 0)
  730. cur = *allowed.begin(); //id of first town
  731. else
  732. cur = *allowed.rbegin(); //id of last town
  733. }
  734. else // next/previous available
  735. {
  736. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  737. {
  738. if(allowRandomTown)
  739. {
  740. cur = PlayerSettings::RANDOM;
  741. }
  742. else
  743. {
  744. if(dir > 0)
  745. cur = *allowed.begin();
  746. else
  747. cur = *allowed.rbegin();
  748. }
  749. }
  750. else
  751. {
  752. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  753. auto iter = allowed.find(cur);
  754. std::advance(iter, dir);
  755. cur = *iter;
  756. }
  757. }
  758. if(s.hero.getNum() >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  759. {
  760. s.hero = PlayerSettings::RANDOM;
  761. }
  762. if(cur.getNum() < 0 && s.bonus == PlayerSettings::RESOURCE)
  763. s.bonus = PlayerSettings::RANDOM;
  764. }
  765. void CVCMIServer::optionSetCastle(PlayerColor player, int id)
  766. {
  767. PlayerSettings & s = si->playerInfos[player];
  768. FactionID & cur = s.castle;
  769. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  770. if(cur.getNum() == PlayerSettings::NONE) //no change
  771. return;
  772. if(allowed.find(static_cast<FactionID>(id)) == allowed.end() && id != PlayerSettings::RANDOM) // valid id
  773. return;
  774. cur = static_cast<FactionID>(id);
  775. if(s.hero.getNum() >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  776. {
  777. s.hero = PlayerSettings::RANDOM;
  778. }
  779. if(cur.getNum() < 0 && s.bonus == PlayerSettings::RESOURCE)
  780. s.bonus = PlayerSettings::RANDOM;
  781. }
  782. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  783. {
  784. campaignMap = mapId;
  785. si->difficulty = si->campState->scenario(mapId).difficulty;
  786. campaignBonus = -1;
  787. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  788. }
  789. void CVCMIServer::setCampaignBonus(int bonusId)
  790. {
  791. campaignBonus = bonusId;
  792. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  793. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  794. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  795. {
  796. for(auto & elem : si->playerInfos)
  797. {
  798. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  799. setPlayerConnectedId(elem.second, 1);
  800. else
  801. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  802. }
  803. }
  804. }
  805. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  806. {
  807. PlayerSettings & s = si->playerInfos[player];
  808. if(s.castle.getNum() < 0 || s.hero.getNum() == PlayerSettings::NONE)
  809. return;
  810. if(s.hero.getNum() == PlayerSettings::RANDOM) // first/last available
  811. {
  812. int max = static_cast<int>(VLC->heroh->size()),
  813. min = 0;
  814. s.hero = nextAllowedHero(player, min, max, 0, dir);
  815. }
  816. else
  817. {
  818. if(dir > 0)
  819. s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
  820. else
  821. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  822. }
  823. }
  824. void CVCMIServer::optionSetHero(PlayerColor player, int id)
  825. {
  826. PlayerSettings & s = si->playerInfos[player];
  827. if(s.castle.getNum() < 0 || s.hero.getNum() == PlayerSettings::NONE)
  828. return;
  829. if(id == PlayerSettings::RANDOM)
  830. {
  831. s.hero = PlayerSettings::RANDOM;
  832. }
  833. if(canUseThisHero(player, id))
  834. s.hero = static_cast<HeroTypeID>(id);
  835. }
  836. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  837. {
  838. if(dir > 0)
  839. {
  840. for(int i = min + incl; i <= max - incl; i++)
  841. if(canUseThisHero(player, i))
  842. return HeroTypeID(i);
  843. }
  844. else
  845. {
  846. for(int i = max - incl; i >= min + incl; i--)
  847. if(canUseThisHero(player, i))
  848. return HeroTypeID(i);
  849. }
  850. return -1;
  851. }
  852. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  853. {
  854. PlayerSettings & s = si->playerInfos[player];
  855. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  856. if(s.hero.getNum() == PlayerSettings::NONE &&
  857. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  858. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  859. {
  860. if(dir < 0)
  861. ret = PlayerSettings::RANDOM;
  862. else
  863. ret = PlayerSettings::GOLD;
  864. }
  865. if(ret > PlayerSettings::RESOURCE)
  866. ret = PlayerSettings::RANDOM;
  867. if(ret < PlayerSettings::RANDOM)
  868. ret = PlayerSettings::RESOURCE;
  869. if(s.castle.getNum() == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  870. {
  871. if(dir < 0)
  872. ret = PlayerSettings::GOLD;
  873. else
  874. ret = PlayerSettings::RANDOM;
  875. }
  876. }
  877. void CVCMIServer::optionSetBonus(PlayerColor player, int id)
  878. {
  879. PlayerSettings & s = si->playerInfos[player];
  880. if(s.hero.getNum() == PlayerSettings::NONE &&
  881. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  882. id == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  883. return;
  884. if(id > PlayerSettings::RESOURCE)
  885. return;
  886. if(id < PlayerSettings::RANDOM)
  887. return;
  888. if(s.castle.getNum() == PlayerSettings::RANDOM && id == PlayerSettings::RESOURCE) //random castle - can't be resource
  889. return;
  890. s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(id));
  891. }
  892. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  893. {
  894. return VLC->heroh->size() > ID
  895. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  896. && !vstd::contains(getUsedHeroes(), ID)
  897. && mi->mapHeader->allowedHeroes[ID];
  898. }
  899. std::vector<int> CVCMIServer::getUsedHeroes()
  900. {
  901. std::vector<int> heroIds;
  902. for(auto & p : si->playerInfos)
  903. {
  904. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  905. for(auto & hero : heroes)
  906. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  907. heroIds.push_back(hero.heroId);
  908. if(p.second.hero.getNum() != PlayerSettings::RANDOM)
  909. heroIds.push_back(p.second.hero);
  910. }
  911. return heroIds;
  912. }
  913. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  914. {
  915. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  916. {
  917. if(!si->getPlayersSettings(i->first))
  918. return i->first;
  919. }
  920. return 0;
  921. }
  922. static void handleCommandOptions(int argc, const char * argv[], boost::program_options::variables_map & options)
  923. {
  924. namespace po = boost::program_options;
  925. po::options_description opts("Allowed options");
  926. opts.add_options()
  927. ("help,h", "display help and exit")
  928. ("version,v", "display version information and exit")
  929. ("run-by-client", "indicate that server launched by client on same machine")
  930. ("uuid", po::value<std::string>(), "")
  931. ("port", po::value<ui16>(), "port at which server will listen to connections from client")
  932. ("lobby", po::value<std::string>(), "address to remote lobby")
  933. ("lobby-port", po::value<ui16>(), "port at which server connect to remote lobby")
  934. ("lobby-uuid", po::value<std::string>(), "")
  935. ("connections", po::value<ui16>(), "amount of connections to remote lobby");
  936. if(argc > 1)
  937. {
  938. try
  939. {
  940. po::store(po::parse_command_line(argc, argv, opts), options);
  941. }
  942. catch(boost::program_options::error & e)
  943. {
  944. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  945. }
  946. }
  947. #ifdef SINGLE_PROCESS_APP
  948. options.emplace("run-by-client", po::variable_value{true, true});
  949. #endif
  950. po::notify(options);
  951. #ifndef SINGLE_PROCESS_APP
  952. if(options.count("help"))
  953. {
  954. auto time = std::time(0);
  955. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  956. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  957. printf("This is free software; see the source for copying conditions. There is NO\n");
  958. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  959. printf("\n");
  960. std::cout << opts;
  961. exit(0);
  962. }
  963. if(options.count("version"))
  964. {
  965. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  966. std::cout << VCMIDirs::get().genHelpString();
  967. exit(0);
  968. }
  969. #endif
  970. }
  971. #ifdef SINGLE_PROCESS_APP
  972. #define main server_main
  973. #endif
  974. #if VCMI_ANDROID_DUAL_PROCESS
  975. void CVCMIServer::create()
  976. {
  977. const int argc = 1;
  978. const char * argv[argc] = { "android-server" };
  979. #else
  980. int main(int argc, const char * argv[])
  981. {
  982. #endif
  983. #if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  984. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  985. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  986. #endif
  987. #ifndef VCMI_IOS
  988. console = new CConsoleHandler();
  989. #endif
  990. CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
  991. logConfig.configureDefault();
  992. logGlobal->info(SERVER_NAME);
  993. boost::program_options::variables_map opts;
  994. handleCommandOptions(argc, argv, opts);
  995. preinitDLL(console);
  996. logConfig.configure();
  997. loadDLLClasses();
  998. srand((ui32)time(nullptr));
  999. #ifdef SINGLE_PROCESS_APP
  1000. boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(const_cast<char *>(argv[0]));
  1001. cond->notify_one();
  1002. #endif
  1003. try
  1004. {
  1005. boost::asio::io_service io_service;
  1006. CVCMIServer server(opts);
  1007. try
  1008. {
  1009. while(server.getState() != EServerState::SHUTDOWN)
  1010. {
  1011. server.run();
  1012. }
  1013. io_service.run();
  1014. }
  1015. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  1016. {
  1017. logNetwork->error(e.what());
  1018. server.setState(EServerState::SHUTDOWN);
  1019. }
  1020. }
  1021. catch(boost::system::system_error & e)
  1022. {
  1023. logNetwork->error(e.what());
  1024. //catch any startup errors (e.g. can't access port) errors
  1025. //and return non-zero status so client can detect error
  1026. throw;
  1027. }
  1028. #if VCMI_ANDROID_DUAL_PROCESS
  1029. CAndroidVMHelper envHelper;
  1030. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  1031. #endif
  1032. logConfig.deconfigure();
  1033. vstd::clear_pointer(VLC);
  1034. #if !VCMI_ANDROID_DUAL_PROCESS
  1035. return 0;
  1036. #endif
  1037. }
  1038. #if VCMI_ANDROID_DUAL_PROCESS
  1039. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_createServer(JNIEnv * env, jclass cls)
  1040. {
  1041. __android_log_write(ANDROID_LOG_INFO, "VCMI", "Got jni call to init server");
  1042. CAndroidVMHelper::cacheVM(env);
  1043. CVCMIServer::create();
  1044. }
  1045. extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_initClassloader(JNIEnv * baseEnv, jclass cls)
  1046. {
  1047. CAndroidVMHelper::initClassloader(baseEnv);
  1048. }
  1049. #elif defined(SINGLE_PROCESS_APP)
  1050. void CVCMIServer::create(boost::condition_variable * cond, const std::vector<std::string> & args)
  1051. {
  1052. std::vector<const void *> argv = {cond};
  1053. for(auto & a : args)
  1054. argv.push_back(a.c_str());
  1055. main(argv.size(), reinterpret_cast<const char **>(&*argv.begin()));
  1056. }
  1057. #ifdef VCMI_ANDROID
  1058. void CVCMIServer::reuseClientJNIEnv(void * jniEnv)
  1059. {
  1060. CAndroidVMHelper::initClassloader(jniEnv);
  1061. CAndroidVMHelper::alwaysUseLoadedClass = true;
  1062. }
  1063. #endif // VCMI_ANDROID
  1064. #endif // VCMI_ANDROID_DUAL_PROCESS