| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548 | #include "StdInc.h"#include <boost/asio.hpp>#include <boost/interprocess/mapped_region.hpp>#include <boost/interprocess/shared_memory_object.hpp>#include "../lib/Filesystem/CResourceLoader.h"#include "../lib/Mapping/CCampaignHandler.h"#include "../lib/CThreadHelper.h"#include "../lib/Connection.h"#include "../lib/CModHandler.h"#include "../lib/CArtHandler.h"#include "../lib/CDefObjInfoHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/CTownHandler.h"#include "../lib/CBuildingHandler.h"#include "../lib/CSpellHandler.h"#include "../lib/CCreatureHandler.h"#include "zlib.h"#include "CVCMIServer.h"#include "../lib/StartInfo.h"#include "../lib/Mapping/CMap.h"#include "../lib/Interprocess.h"#include "../lib/VCMI_Lib.h"#include "../lib/VCMIDirs.h"#include "CGameHandler.h"#include "../lib/Mapping/CMapInfo.h"#include "../lib/CObjectHandler.h"#include "../lib/GameConstants.h"#include "../lib/UnlockGuard.h"std::string NAME_AFFIX = "server";std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application nameusing namespace boost;using namespace boost::asio;using namespace boost::asio::ip;namespace intpr = boost::interprocess;bool end2 = false;int port = 3030;/* * 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 * */static void vaccept(tcp::acceptor *ac, tcp::socket *s, boost::system::error_code *error){	ac->accept(*s,*error);}CPregameServer::CPregameServer(CConnection *Host, TAcceptor *Acceptor /*= NULL*/)	: host(Host), listeningThreads(0), acceptor(Acceptor), upcomingConnection(NULL),	  curmap(NULL), curStartInfo(NULL), state(RUNNING){	initConnection(host);}void CPregameServer::handleConnection(CConnection *cpc){	try	{		while(!cpc->receivedStop)		{			CPackForSelectionScreen *cpfs = NULL;			*cpc >> cpfs;			tlog0 << "Got package to announce " << typeid(*cpfs).name() << " from " << *cpc << std::endl; 			boost::unique_lock<boost::recursive_mutex> queueLock(mx);			bool quitting = dynamic_cast<QuitMenuWithoutStarting*>(cpfs), 				startingGame = dynamic_cast<StartWithCurrentSettings*>(cpfs);			if(quitting || startingGame) //host leaves main menu or wants to start game -> we end			{				cpc->receivedStop = true;				if(!cpc->sendStop)					sendPack(cpc, *cpfs);				if(cpc == host)					toAnnounce.push_back(cpfs);			}			else				toAnnounce.push_back(cpfs);			if(startingGame)			{				//wait for sending thread to announce start				auto unlock = vstd::makeUnlockGuard(mx);				while(state == RUNNING) boost::this_thread::sleep(boost::posix_time::milliseconds(50));			}		}	} 	catch (const std::exception& e)	{		boost::unique_lock<boost::recursive_mutex> queueLock(mx);		tlog0 << *cpc << " dies... \nWhat happened: " << e.what() << std::endl;	}	boost::unique_lock<boost::recursive_mutex> queueLock(mx);	if(state != ENDING_AND_STARTING_GAME)	{		connections -= cpc;		//notify other players about leaving		PlayerLeft *pl = new PlayerLeft();		pl->playerID = cpc->connectionID;		announceTxt(cpc->name + " left the game");		toAnnounce.push_back(pl);		if(!connections.size())		{			tlog0 << "Last connection lost, server will close itself...\n";			boost::this_thread::sleep(boost::posix_time::seconds(2)); //we should never be hasty when networking			state = ENDING_WITHOUT_START;		}	}	tlog0 << "Thread listening for " << *cpc << " ended\n";	listeningThreads--;	vstd::clear_pointer(cpc->handler);}void CPregameServer::run(){	startListeningThread(host);	start_async_accept();	while(state == RUNNING)	{		{			boost::unique_lock<boost::recursive_mutex> myLock(mx);			while(toAnnounce.size())			{				processPack(toAnnounce.front());				toAnnounce.pop_front();			}// 			//we end sending thread if we ordered all our connections to stop// 			ending = true;// 			BOOST_FOREACH(CPregameConnection *pc, connections)// 				if(!pc->sendStop)// 					ending = false;			if(state != RUNNING)			{				tlog0 << "Stopping listening for connections...\n";				acceptor->close();			}			if(acceptor)			{				acceptor->get_io_service().reset();				acceptor->get_io_service().poll();			}		} //frees lock		boost::this_thread::sleep(boost::posix_time::milliseconds(50));	}	tlog0 << "Thread handling connections ended\n";	if(state == ENDING_AND_STARTING_GAME)	{		tlog0 << "Waiting for listening thread to finish...\n";		while(listeningThreads) boost::this_thread::sleep(boost::posix_time::milliseconds(50));		tlog0 << "Preparing new game\n";	}}CPregameServer::~CPregameServer(){	delete acceptor;	delete upcomingConnection;	BOOST_FOREACH(CPackForSelectionScreen *pack, toAnnounce)		delete pack;	toAnnounce.clear();	//TODO pregameconnections}void CPregameServer::connectionAccepted(const boost::system::error_code& ec){	if(ec)	{		tlog0 << "Something wrong during accepting: " << ec.message() << std::endl;		return;	}	tlog0 << "We got a new connection! :)\n";	CConnection *pc = new CConnection(upcomingConnection, NAME);	initConnection(pc);	upcomingConnection = NULL;	*pc << (ui8)pc->connectionID << curmap;	startListeningThread(pc);	announceTxt(pc->name + " joins the game");	PlayerJoined *pj = new PlayerJoined();	pj->playerName = pc->name;	pj->connectionID = pc->connectionID;	toAnnounce.push_back(pj);	start_async_accept();}void CPregameServer::start_async_accept(){	assert(!upcomingConnection);	assert(acceptor);	upcomingConnection = new TSocket(acceptor->get_io_service());	acceptor->async_accept(*upcomingConnection, boost::bind(&CPregameServer::connectionAccepted, this, boost::asio::placeholders::error));}void CPregameServer::announceTxt(const std::string &txt, const std::string &playerName /*= "system"*/){	tlog0 << playerName << " says: " << txt << std::endl;	ChatMessage cm;	cm.playerName = playerName;	cm.message = txt;	boost::unique_lock<boost::recursive_mutex> queueLock(mx);	toAnnounce.push_front(new ChatMessage(cm));}void CPregameServer::announcePack(const CPackForSelectionScreen &pack){	BOOST_FOREACH(CConnection *pc, connections)		sendPack(pc, pack);}void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen & pack){	if(!pc->sendStop)	{		tlog0 << "\tSending pack of type " << typeid(pack).name() << " to " << *pc << std::endl;		*pc << &pack;	}	if(dynamic_cast<const QuitMenuWithoutStarting*>(&pack))	{		pc->sendStop = true;	}	else if(dynamic_cast<const StartWithCurrentSettings*>(&pack))	{		pc->sendStop = true;	}}void CPregameServer::processPack(CPackForSelectionScreen * pack){	if(dynamic_cast<CPregamePackToHost*>(pack))	{		sendPack(host, *pack);	}	else if(SelectMap *sm = dynamic_cast<SelectMap*>(pack))	{		vstd::clear_pointer(curmap);		curmap = sm->mapInfo;		sm->free = false;		announcePack(*pack);	}	else if(UpdateStartOptions *uso = dynamic_cast<UpdateStartOptions*>(pack))	{		vstd::clear_pointer(curStartInfo);		curStartInfo = uso->options;		uso->free = false;		announcePack(*pack);	}	else if(dynamic_cast<const StartWithCurrentSettings*>(pack))	{		state = ENDING_AND_STARTING_GAME;		announcePack(*pack);	}	else		announcePack(*pack);	delete pack;}void CPregameServer::initConnection(CConnection *c){	*c >> c->name;	connections.insert(c);	tlog0 << "Pregame connection with player " << c->name << " established!" << std::endl;}void CPregameServer::startListeningThread(CConnection * pc){		listeningThreads++;	pc->handler = new boost::thread(&CPregameServer::handleConnection, this, pc);}CVCMIServer::CVCMIServer(): io(new boost::asio::io_service()), acceptor(new TAcceptor(*io, tcp::endpoint(tcp::v4(), port))), firstConnection(NULL){	tlog4 << "CVCMIServer created!" <<std::endl;}CVCMIServer::~CVCMIServer(){	//delete io;	//delete acceptor;}CGameHandler * CVCMIServer::initGhFromHostingConnection(CConnection &c){	CGameHandler *gh = new CGameHandler();	StartInfo si;	c >> si; //get start options	if(!si.createRandomMap)	{		bool mapFound = CResourceHandler::get()->existsResource(ResourceID(si.mapname, EResType::MAP));		//TODO some checking for campaigns		if(!mapFound && si.mode == StartInfo::NEW_GAME)		{			c << ui8(1); //WRONG!			return nullptr;		}	}	c << ui8(0); //OK!	gh->init(&si);	gh->conns.insert(&c);	return gh;}void CVCMIServer::newGame(){	CConnection &c = *firstConnection;	ui8 clients;	c >> clients; //how many clients should be connected 	assert(clients == 1); //multi goes now by newPregame, TODO: custom lobbies	CGameHandler *gh = initGhFromHostingConnection(c);	gh->run(false);	vstd::clear_pointer(gh);}void CVCMIServer::newPregame(){	CPregameServer *cps = new CPregameServer(firstConnection, acceptor);	cps->run();	if(cps->state == CPregameServer::ENDING_WITHOUT_START)	{		delete cps;		return;	}	if(cps->state == CPregameServer::ENDING_AND_STARTING_GAME)	{		CGameHandler gh;		gh.conns = cps->connections;		gh.init(cps->curStartInfo);		BOOST_FOREACH(CConnection *c, gh.conns)			c->addStdVecItems(gh.gs);		gh.run(false);	}}void CVCMIServer::start(){	ServerReady *sr = NULL;	intpr::mapped_region *mr;	try	{		intpr::shared_memory_object smo(intpr::open_only,"vcmi_memory",intpr::read_write);		smo.truncate(sizeof(ServerReady));		mr = new intpr::mapped_region(smo,intpr::read_write);		sr = reinterpret_cast<ServerReady*>(mr->get_address());	}	catch(...)	{		intpr::shared_memory_object smo(intpr::create_only,"vcmi_memory",intpr::read_write);		smo.truncate(sizeof(ServerReady));		mr = new intpr::mapped_region(smo,intpr::read_write);		sr = new(mr->get_address())ServerReady();	}	boost::system::error_code error;	tlog0<<"Listening for connections at port " << acceptor->local_endpoint().port() << std::endl;	tcp::socket * s = new tcp::socket(acceptor->get_io_service());	boost::thread acc(boost::bind(vaccept,acceptor,s,&error));	sr->setToTrueAndNotify();	delete mr;	acc.join();	if (error)	{		tlog2<<"Got connection but there is an error " << std::endl << error;		return;	}	tlog0<<"We've accepted someone... " << std::endl;	firstConnection = new CConnection(s,NAME);	tlog0<<"Got connection!" << std::endl;	while(!end2)	{		ui8 mode;		*firstConnection >> mode;		switch (mode)		{		case 0:			firstConnection->close();			exit(0);			break;		case 1:			firstConnection->close();			return;			break;		case 2:			newGame();			break;		case 3:			loadGame();			break;		case 4:			newPregame();			break;		}	}}void CVCMIServer::loadGame(){	CConnection &c = *firstConnection;	std::string fname;	CGameHandler gh;	boost::system::error_code error;	ui8 clients;	c >> clients >> fname; //how many clients should be connected - TODO: support more than one	{		char sig[8];		CMapHeader dum;		StartInfo *si;		CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME)));		lf >> sig >> dum >> si;		tlog0 <<"Reading save signature"<<std::endl;		lf >> *VLC;		tlog0 <<"Reading handlers"<<std::endl;		lf >> (gh.gs);		c.addStdVecItems(gh.gs);		tlog0 <<"Reading gamestate"<<std::endl;	}	{		CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME)));		lf >> gh;	}	c << ui8(0);	CConnection* cc; //tcp::socket * ss;	for(int i=0; i<clients; i++)	{		if(!i) 		{			cc = &c;		}		else		{			tcp::socket * s = new tcp::socket(acceptor->get_io_service());			acceptor->accept(*s,error);			if(error) //retry			{				tlog3<<"Cannot establish connection - retrying..." << std::endl;				i--;				continue;			}			cc = new CConnection(s,NAME);			cc->addStdVecItems(gh.gs);		}			gh.conns.insert(cc);	}	gh.run(true);}#ifndef __GNUC__int _tmain(int argc, _TCHAR* argv[])#elseint main(int argc, char** argv)#endif{	logfile = new std::ofstream((GVCMIDirs.UserPath + "/VCMI_Server_log.txt").c_str());	console = new CConsoleHandler;	//boost::thread t(boost::bind(&CConsoleHandler::run,::console));	if(argc > 1)	{#ifdef _MSC_VER		port = _tstoi(argv[1]);#else		port = _ttoi(argv[1]);#endif	}	preinitDLL(console,logfile);	tlog0 << "Port " << port << " will be used." << std::endl;	loadDLLClasses();	srand ( (ui32)time(NULL) );	try	{		io_service io_service;		CVCMIServer server;		try		{			while(!end2)			{				server.start();			}			io_service.run();		}		catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection		{			tlog1 << e.what() << std::endl;			end2 = true;		}HANDLE_EXCEPTION	}	catch(boost::system::system_error &e)	{		tlog1 << e.what() << std::endl;		//catch any startup errors (e.g. can't access port) errors		//and return non-zero status so client can detect error		throw;	}  return 0;}
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