CVCMIServer.cpp 27 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 "CVCMIServer.h"
  12. #include "CGameHandler.h"
  13. #include "GlobalLobbyProcessor.h"
  14. #include "LobbyNetPackVisitors.h"
  15. #include "processors/PlayerMessageProcessor.h"
  16. #include "../lib/CHeroHandler.h"
  17. #include "../lib/CPlayerState.h"
  18. #include "../lib/MetaString.h"
  19. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  20. #include "../lib/serializer/CMemorySerializer.h"
  21. #include "../lib/serializer/Connection.h"
  22. // UUID generation
  23. #include <boost/uuid/uuid.hpp>
  24. #include <boost/uuid/uuid_io.hpp>
  25. #include <boost/uuid/uuid_generators.hpp>
  26. #include <boost/program_options.hpp>
  27. template<typename T> class CApplyOnServer;
  28. class CBaseForServerApply
  29. {
  30. public:
  31. virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
  32. virtual void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const =0;
  33. virtual ~CBaseForServerApply() {}
  34. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  35. {
  36. return new CApplyOnServer<U>();
  37. }
  38. };
  39. template <typename T> class CApplyOnServer : public CBaseForServerApply
  40. {
  41. public:
  42. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  43. {
  44. T * ptr = static_cast<T *>(pack);
  45. ClientPermissionsCheckerNetPackVisitor checker(*srv);
  46. ptr->visit(checker);
  47. if(checker.getResult())
  48. {
  49. ApplyOnServerNetPackVisitor applier(*srv);
  50. ptr->visit(applier);
  51. return applier.getResult();
  52. }
  53. else
  54. return false;
  55. }
  56. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  57. {
  58. T * ptr = static_cast<T *>(pack);
  59. ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
  60. ptr->visit(applier);
  61. }
  62. };
  63. template <>
  64. class CApplyOnServer<CPack> : public CBaseForServerApply
  65. {
  66. public:
  67. bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
  68. {
  69. logGlobal->error("Cannot apply plain CPack!");
  70. assert(0);
  71. return false;
  72. }
  73. void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
  74. {
  75. logGlobal->error("Cannot apply plain CPack!");
  76. assert(0);
  77. }
  78. };
  79. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  80. {
  81. private:
  82. CVCMIServer & handler;
  83. std::shared_ptr<CGameHandler> gh;
  84. public:
  85. CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
  86. :handler(handler), gh(gh)
  87. {
  88. }
  89. bool callTyped() override { return false; }
  90. void visitForLobby(CPackForLobby & packForLobby) override
  91. {
  92. handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
  93. }
  94. void visitForServer(CPackForServer & serverPack) override
  95. {
  96. if (gh)
  97. gh->handleReceivedPack(&serverPack);
  98. else
  99. logNetwork->error("Received pack for game server while in lobby!");
  100. }
  101. void visitForClient(CPackForClient & clientPack) override
  102. {
  103. }
  104. };
  105. CVCMIServer::CVCMIServer(uint16_t port, bool connectToLobby, bool runByClient)
  106. : currentClientId(1)
  107. , currentPlayerId(1)
  108. , port(port)
  109. , runByClient(runByClient)
  110. {
  111. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  112. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  113. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  114. registerTypesLobbyPacks(*applier);
  115. networkHandler = INetworkHandler::createHandler();
  116. if(connectToLobby)
  117. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  118. else
  119. startAcceptingIncomingConnections();
  120. }
  121. CVCMIServer::~CVCMIServer() = default;
  122. void CVCMIServer::startAcceptingIncomingConnections()
  123. {
  124. logNetwork->info("Port %d will be used", port);
  125. networkServer = networkHandler->createServerTCP(*this);
  126. networkServer->start(port);
  127. logNetwork->info("Listening for connections at port %d", port);
  128. }
  129. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  130. {
  131. if(getState() == EServerState::LOBBY)
  132. {
  133. activeConnections.push_back(std::make_shared<CConnection>(connection));
  134. activeConnections.back()->enterLobbyConnectionMode();
  135. }
  136. else
  137. {
  138. // TODO: reconnection support
  139. connection->close();
  140. }
  141. }
  142. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  143. {
  144. std::shared_ptr<CConnection> c = findConnection(connection);
  145. if (c == nullptr)
  146. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  147. auto pack = c->retrievePack(message);
  148. pack->c = c;
  149. CVCMIServerPackVisitor visitor(*this, this->gh);
  150. pack->visit(visitor);
  151. }
  152. void CVCMIServer::setState(EServerState value)
  153. {
  154. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  155. logGlobal->warn("Attempt to shutdown already shutdown server!");
  156. // do not attempt to restart dying server
  157. assert(state != EServerState::SHUTDOWN || state == value);
  158. state = value;
  159. if (state == EServerState::SHUTDOWN)
  160. networkHandler->stop();
  161. }
  162. EServerState CVCMIServer::getState() const
  163. {
  164. return state;
  165. }
  166. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  167. {
  168. for(const auto & gameConnection : activeConnections)
  169. {
  170. if (gameConnection->isMyConnection(netConnection))
  171. return gameConnection;
  172. }
  173. return nullptr;
  174. }
  175. bool CVCMIServer::wasStartedByClient() const
  176. {
  177. return runByClient;
  178. }
  179. void CVCMIServer::run()
  180. {
  181. networkHandler->run();
  182. }
  183. void CVCMIServer::onTimer()
  184. {
  185. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  186. if (getState() != EServerState::GAMEPLAY)
  187. return;
  188. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  189. auto timeNow = std::chrono::steady_clock::now();
  190. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  191. auto timePassedNow = timeNow - gameplayStartTime;
  192. lastTimerUpdateTime = timeNow;
  193. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  194. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  195. auto msDelta = msPassedNow - msPassedBefore;
  196. if (msDelta.count())
  197. gh->tick(msDelta.count());
  198. networkHandler->createTimer(*this, serverUpdateInterval);
  199. }
  200. void CVCMIServer::prepareToRestart()
  201. {
  202. if(getState() != EServerState::GAMEPLAY)
  203. {
  204. assert(0);
  205. return;
  206. }
  207. * si = * gh->gs->initialOpts;
  208. si->seedToBeUsed = si->seedPostInit = 0;
  209. setState(EServerState::LOBBY);
  210. if (si->campState)
  211. {
  212. assert(si->campState->currentScenario().has_value());
  213. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  214. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  215. }
  216. for(auto activeConnection : activeConnections)
  217. activeConnection->enterLobbyConnectionMode();
  218. gh = nullptr;
  219. }
  220. bool CVCMIServer::prepareToStartGame()
  221. {
  222. Load::ProgressAccumulator progressTracking;
  223. Load::Progress current(1);
  224. progressTracking.include(current);
  225. if (lobbyProcessor)
  226. lobbyProcessor->sendGameStarted();
  227. auto progressTrackingThread = boost::thread([this, &progressTracking]()
  228. {
  229. auto currentProgress = std::numeric_limits<Load::Type>::max();
  230. while(!progressTracking.finished())
  231. {
  232. if(progressTracking.get() != currentProgress)
  233. {
  234. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  235. currentProgress = progressTracking.get();
  236. std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
  237. loadProgress->progress = currentProgress;
  238. announcePack(std::move(loadProgress));
  239. }
  240. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  241. }
  242. });
  243. gh = std::make_shared<CGameHandler>(this);
  244. switch(si->mode)
  245. {
  246. case EStartMode::CAMPAIGN:
  247. logNetwork->info("Preparing to start new campaign");
  248. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  249. si->fileURI = mi->fileURI;
  250. si->campState->setCurrentMap(campaignMap);
  251. si->campState->setCurrentMapBonus(campaignBonus);
  252. gh->init(si.get(), progressTracking);
  253. break;
  254. case EStartMode::NEW_GAME:
  255. logNetwork->info("Preparing to start new game");
  256. si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
  257. si->fileURI = mi->fileURI;
  258. gh->init(si.get(), progressTracking);
  259. break;
  260. case EStartMode::LOAD_GAME:
  261. logNetwork->info("Preparing to start loaded game");
  262. if(!gh->load(si->mapname))
  263. {
  264. current.finish();
  265. progressTrackingThread.join();
  266. return false;
  267. }
  268. break;
  269. default:
  270. logNetwork->error("Wrong mode in StartInfo!");
  271. assert(0);
  272. break;
  273. }
  274. current.finish();
  275. progressTrackingThread.join();
  276. return true;
  277. }
  278. void CVCMIServer::startGameImmediately()
  279. {
  280. for(auto activeConnection : activeConnections)
  281. activeConnection->enterGameplayConnectionMode(gh->gs);
  282. gh->start(si->mode == EStartMode::LOAD_GAME);
  283. setState(EServerState::GAMEPLAY);
  284. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  285. onTimer();
  286. multiplayerWelcomeMessage();
  287. }
  288. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  289. {
  290. logNetwork->error("Network error receiving a pack. Connection has been closed");
  291. std::shared_ptr<CConnection> c = findConnection(connection);
  292. if (!c)
  293. return; // player have already disconnected via clientDisconnected call
  294. vstd::erase(activeConnections, c);
  295. if(activeConnections.empty() || hostClientId == c->connectionID)
  296. {
  297. setState(EServerState::SHUTDOWN);
  298. return;
  299. }
  300. if(gh && getState() == EServerState::GAMEPLAY)
  301. {
  302. gh->handleClientDisconnection(c);
  303. auto lcd = std::make_unique<LobbyClientDisconnected>();
  304. lcd->c = c;
  305. lcd->clientId = c->connectionID;
  306. handleReceivedPack(std::move(lcd));
  307. }
  308. }
  309. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  310. {
  311. CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
  312. if(apply->applyOnServerBefore(this, pack.get()))
  313. announcePack(std::move(pack));
  314. }
  315. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  316. {
  317. for(auto activeConnection : activeConnections)
  318. {
  319. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  320. // Until UUID set we only pass LobbyClientConnected to this client
  321. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  322. // continue;
  323. activeConnection->sendPack(pack.get());
  324. }
  325. applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  326. }
  327. void CVCMIServer::announceMessage(MetaString txt)
  328. {
  329. logNetwork->info("Show message: %s", txt.toString());
  330. auto cm = std::make_unique<LobbyShowMessage>();
  331. cm->message = txt;
  332. announcePack(std::move(cm));
  333. }
  334. void CVCMIServer::announceMessage(const std::string & txt)
  335. {
  336. MetaString str;
  337. str.appendRawString(txt);
  338. announceMessage(str);
  339. }
  340. void CVCMIServer::announceTxt(MetaString txt, const std::string & playerName)
  341. {
  342. logNetwork->info("%s says: %s", playerName, txt.toString());
  343. auto cm = std::make_unique<LobbyChatMessage>();
  344. cm->playerName = playerName;
  345. cm->message = txt;
  346. announcePack(std::move(cm));
  347. }
  348. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  349. {
  350. MetaString str;
  351. str.appendRawString(txt);
  352. announceTxt(str, playerName);
  353. }
  354. bool CVCMIServer::passHost(int toConnectionId)
  355. {
  356. for(auto activeConnection : activeConnections)
  357. {
  358. if(isClientHost(activeConnection->connectionID))
  359. continue;
  360. if(activeConnection->connectionID != toConnectionId)
  361. continue;
  362. hostClientId = activeConnection->connectionID;
  363. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  364. return true;
  365. }
  366. return false;
  367. }
  368. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  369. {
  370. assert(getState() == EServerState::LOBBY);
  371. c->connectionID = currentClientId++;
  372. if(hostClientId == -1)
  373. {
  374. hostClientId = c->connectionID;
  375. si->mode = mode;
  376. }
  377. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  378. for(auto & name : names)
  379. {
  380. logNetwork->info("Client %d player: %s", c->connectionID, name);
  381. ui8 id = currentPlayerId++;
  382. ClientPlayer cp;
  383. cp.connection = c->connectionID;
  384. cp.name = name;
  385. playerNames.insert(std::make_pair(id, cp));
  386. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  387. //put new player in first slot with AI
  388. for(auto & elem : si->playerInfos)
  389. {
  390. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  391. {
  392. setPlayerConnectedId(elem.second, id);
  393. break;
  394. }
  395. }
  396. }
  397. }
  398. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  399. {
  400. connection->getConnection()->close();
  401. vstd::erase(activeConnections, connection);
  402. // PlayerReinitInterface startAiPack;
  403. // startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
  404. //
  405. // for(auto it = playerNames.begin(); it != playerNames.end();)
  406. // {
  407. // if(it->second.connection != c->connectionID)
  408. // {
  409. // ++it;
  410. // continue;
  411. // }
  412. //
  413. // int id = it->first;
  414. // std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
  415. // announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
  416. // auto * playerSettings = si->getPlayersSettings(id);
  417. // if(!playerSettings)
  418. // {
  419. // ++it;
  420. // continue;
  421. // }
  422. //
  423. // it = playerNames.erase(it);
  424. // setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
  425. //
  426. // if(gh && si && state == EServerState::GAMEPLAY)
  427. // {
  428. // gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
  429. // // gh->connections[playerSettings->color].insert(hostClient);
  430. // startAiPack.players.push_back(playerSettings->color);
  431. // }
  432. // }
  433. //
  434. // if(!startAiPack.players.empty())
  435. // gh->sendAndApply(&startAiPack);
  436. }
  437. void CVCMIServer::reconnectPlayer(int connId)
  438. {
  439. PlayerReinitInterface startAiPack;
  440. startAiPack.playerConnectionId = connId;
  441. if(gh && si && getState() == EServerState::GAMEPLAY)
  442. {
  443. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  444. {
  445. if(it->second.connection != connId)
  446. continue;
  447. int id = it->first;
  448. auto * playerSettings = si->getPlayersSettings(id);
  449. if(!playerSettings)
  450. continue;
  451. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  452. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  453. startAiPack.players.push_back(playerSettings->color);
  454. }
  455. if(!startAiPack.players.empty())
  456. gh->sendAndApply(&startAiPack);
  457. }
  458. }
  459. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  460. {
  461. if(vstd::contains(playerNames, player))
  462. pset.name = playerNames.find(player)->second.name;
  463. else
  464. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  465. pset.connectedPlayerIDs.clear();
  466. if(player != PlayerSettings::PLAYER_AI)
  467. pset.connectedPlayerIDs.insert(player);
  468. }
  469. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  470. {
  471. mi = mapInfo;
  472. if(!mi)
  473. return;
  474. auto namesIt = playerNames.cbegin();
  475. si->playerInfos.clear();
  476. if(mi->scenarioOptionsOfSave)
  477. {
  478. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  479. si->mode = EStartMode::LOAD_GAME;
  480. if(si->campState)
  481. campaignMap = si->campState->currentScenario().value();
  482. for(auto & ps : si->playerInfos)
  483. {
  484. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  485. {
  486. setPlayerConnectedId(ps.second, namesIt++->first);
  487. }
  488. else
  489. {
  490. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  491. }
  492. }
  493. }
  494. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  495. {
  496. if(mi->campaign)
  497. return;
  498. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  499. {
  500. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  501. //neither computer nor human can play - no player
  502. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  503. continue;
  504. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  505. pset.color = PlayerColor(i);
  506. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  507. {
  508. setPlayerConnectedId(pset, namesIt++->first);
  509. }
  510. else
  511. {
  512. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  513. if(!pinfo.canHumanPlay)
  514. {
  515. pset.compOnly = true;
  516. }
  517. }
  518. pset.castle = pinfo.defaultCastle();
  519. pset.hero = pinfo.defaultHero();
  520. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  521. {
  522. pset.hero = pinfo.mainCustomHeroId;
  523. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  524. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  525. }
  526. pset.handicap = PlayerSettings::NO_HANDICAP;
  527. }
  528. if(mi->isRandomMap && mapGenOpts)
  529. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  530. else
  531. si->mapGenOptions.reset();
  532. }
  533. if (lobbyProcessor)
  534. {
  535. std::string roomDescription;
  536. if (si->mapGenOptions)
  537. {
  538. if (si->mapGenOptions->getMapTemplate())
  539. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  540. // else - no template selected.
  541. // TODO: handle this somehow?
  542. }
  543. else
  544. roomDescription = mi->getNameTranslated();
  545. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  546. }
  547. si->mapname = mi->fileURI;
  548. }
  549. void CVCMIServer::updateAndPropagateLobbyState()
  550. {
  551. // Update player settings for RMG
  552. // TODO: find appropriate location for this code
  553. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  554. {
  555. for(const auto & psetPair : si->playerInfos)
  556. {
  557. const auto & pset = psetPair.second;
  558. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  559. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  560. if(pset.isControlledByHuman())
  561. {
  562. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  563. }
  564. }
  565. }
  566. auto lus = std::make_unique<LobbyUpdateState>();
  567. lus->state = *this;
  568. announcePack(std::move(lus));
  569. }
  570. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  571. {
  572. struct PlayerToRestore
  573. {
  574. PlayerColor color;
  575. int id;
  576. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  577. PlayerToRestore(){ reset(); }
  578. } playerToRestore;
  579. PlayerSettings & clicked = si->playerInfos[clickedColor];
  580. //identify clicked player
  581. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  582. if(clicked.isControlledByHuman())
  583. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  584. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  585. {
  586. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  587. setPlayerConnectedId(restPos, playerToRestore.id);
  588. playerToRestore.reset();
  589. }
  590. int newPlayer; //which player will take clicked position
  591. //who will be put here?
  592. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  593. {
  594. newPlayer = getIdOfFirstUnallocatedPlayer();
  595. if(!newPlayer) //no "free" player -> get just first one
  596. newPlayer = playerNames.begin()->first;
  597. }
  598. else //human clicked -> take next
  599. {
  600. auto i = playerNames.find(clickedNameID); //clicked one
  601. i++; //player AFTER clicked one
  602. if(i != playerNames.end())
  603. newPlayer = i->first;
  604. else
  605. newPlayer = 0; //AI if we scrolled through all players
  606. }
  607. setPlayerConnectedId(clicked, newPlayer); //put player
  608. //if that player was somewhere else, we need to replace him with computer
  609. if(newPlayer) //not AI
  610. {
  611. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  612. {
  613. int curNameID = *(i->second.connectedPlayerIDs.begin());
  614. if(i->first != clickedColor && curNameID == newPlayer)
  615. {
  616. assert(i->second.connectedPlayerIDs.size());
  617. playerToRestore.color = i->first;
  618. playerToRestore.id = newPlayer;
  619. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  620. break;
  621. }
  622. }
  623. }
  624. }
  625. void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
  626. {
  627. if(color == PlayerColor::CANNOT_DETERMINE)
  628. return;
  629. PlayerSettings & player = si->playerInfos.at(color);
  630. if(!player.isControlledByHuman())
  631. return;
  632. if(player.connectedPlayerIDs.empty())
  633. return;
  634. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  635. playerNames[nameID].name = name;
  636. setPlayerConnectedId(player, nameID);
  637. }
  638. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  639. {
  640. PlayerSettings & s = si->playerInfos[player];
  641. FactionID & cur = s.castle;
  642. auto & allowed = getPlayerInfo(player).allowedFactions;
  643. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  644. if(cur == FactionID::NONE) //no change
  645. return;
  646. if(cur == FactionID::RANDOM) //first/last available
  647. {
  648. if(dir > 0)
  649. cur = *allowed.begin(); //id of first town
  650. else
  651. cur = *allowed.rbegin(); //id of last town
  652. }
  653. else // next/previous available
  654. {
  655. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  656. {
  657. if(allowRandomTown)
  658. {
  659. cur = FactionID::RANDOM;
  660. }
  661. else
  662. {
  663. if(dir > 0)
  664. cur = *allowed.begin();
  665. else
  666. cur = *allowed.rbegin();
  667. }
  668. }
  669. else
  670. {
  671. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  672. auto iter = allowed.find(cur);
  673. std::advance(iter, dir);
  674. cur = *iter;
  675. }
  676. }
  677. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  678. {
  679. s.hero = HeroTypeID::RANDOM;
  680. }
  681. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  682. s.bonus = PlayerStartingBonus::RANDOM;
  683. }
  684. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  685. {
  686. PlayerSettings & s = si->playerInfos[player];
  687. FactionID & cur = s.castle;
  688. auto & allowed = getPlayerInfo(player).allowedFactions;
  689. if(cur == FactionID::NONE) //no change
  690. return;
  691. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  692. return;
  693. cur = static_cast<FactionID>(id);
  694. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  695. {
  696. s.hero = HeroTypeID::RANDOM;
  697. }
  698. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  699. s.bonus = PlayerStartingBonus::RANDOM;
  700. }
  701. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  702. {
  703. campaignMap = mapId;
  704. si->difficulty = si->campState->scenario(mapId).difficulty;
  705. campaignBonus = -1;
  706. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  707. }
  708. void CVCMIServer::setCampaignBonus(int bonusId)
  709. {
  710. campaignBonus = bonusId;
  711. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  712. const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  713. if(bonDescs[bonusId].type == CampaignBonusType::HERO)
  714. {
  715. for(auto & elem : si->playerInfos)
  716. {
  717. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  718. setPlayerConnectedId(elem.second, 1);
  719. else
  720. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  721. }
  722. }
  723. }
  724. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  725. {
  726. PlayerSettings & s = si->playerInfos[player];
  727. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  728. return;
  729. if(s.hero == HeroTypeID::RANDOM) // first/last available
  730. {
  731. if (dir > 0)
  732. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  733. else
  734. s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
  735. }
  736. else
  737. {
  738. s.hero = nextAllowedHero(player, s.hero, dir);
  739. }
  740. }
  741. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  742. {
  743. PlayerSettings & s = si->playerInfos[player];
  744. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  745. return;
  746. if(id == HeroTypeID::RANDOM)
  747. {
  748. s.hero = HeroTypeID::RANDOM;
  749. }
  750. if(canUseThisHero(player, id))
  751. s.hero = static_cast<HeroTypeID>(id);
  752. }
  753. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  754. {
  755. HeroTypeID first(initial.getNum() + direction);
  756. if(direction > 0)
  757. {
  758. for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
  759. if(canUseThisHero(player, i))
  760. return i;
  761. }
  762. else
  763. {
  764. for (auto i = first; i.getNum() >= 0; --i)
  765. if(canUseThisHero(player, i))
  766. return i;
  767. }
  768. return HeroTypeID::RANDOM;
  769. }
  770. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  771. {
  772. PlayerSettings & s = si->playerInfos[player];
  773. PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  774. if(s.hero == HeroTypeID::NONE &&
  775. !getPlayerInfo(player).heroesNames.size() &&
  776. ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  777. {
  778. if(dir < 0)
  779. ret = PlayerStartingBonus::RANDOM;
  780. else
  781. ret = PlayerStartingBonus::GOLD;
  782. }
  783. if(ret > PlayerStartingBonus::RESOURCE)
  784. ret = PlayerStartingBonus::RANDOM;
  785. if(ret < PlayerStartingBonus::RANDOM)
  786. ret = PlayerStartingBonus::RESOURCE;
  787. if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  788. {
  789. if(dir < 0)
  790. ret = PlayerStartingBonus::GOLD;
  791. else
  792. ret = PlayerStartingBonus::RANDOM;
  793. }
  794. }
  795. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  796. {
  797. PlayerSettings & s = si->playerInfos[player];
  798. if(s.hero == HeroTypeID::NONE &&
  799. !getPlayerInfo(player).heroesNames.size() &&
  800. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  801. return;
  802. if(id > PlayerStartingBonus::RESOURCE)
  803. return;
  804. if(id < PlayerStartingBonus::RANDOM)
  805. return;
  806. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  807. return;
  808. s.bonus = id;
  809. }
  810. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  811. {
  812. return VLC->heroh->size() > ID
  813. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  814. && !vstd::contains(getUsedHeroes(), ID)
  815. && mi->mapHeader->allowedHeroes.count(ID);
  816. }
  817. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  818. {
  819. std::vector<HeroTypeID> heroIds;
  820. for(auto & p : si->playerInfos)
  821. {
  822. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  823. for(auto & hero : heroes)
  824. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  825. heroIds.push_back(hero.heroId);
  826. if(p.second.hero != HeroTypeID::RANDOM)
  827. heroIds.push_back(p.second.hero);
  828. }
  829. return heroIds;
  830. }
  831. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  832. {
  833. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  834. {
  835. if(!si->getPlayersSettings(i->first))
  836. return i->first;
  837. }
  838. return 0;
  839. }
  840. void CVCMIServer::multiplayerWelcomeMessage()
  841. {
  842. int humanPlayer = 0;
  843. for (auto & pi : si->playerInfos)
  844. if(pi.second.isControlledByHuman())
  845. humanPlayer++;
  846. if(humanPlayer < 2) // Singleplayer
  847. return;
  848. gh->playerMessages->broadcastSystemMessage("Use '!help' to list available commands");
  849. std::vector<std::string> optionIds;
  850. if(si->extraOptionsInfo.cheatsAllowed)
  851. optionIds.push_back("vcmi.optionsTab.cheatAllowed.hover");
  852. if(si->extraOptionsInfo.unlimitedReplay)
  853. optionIds.push_back("vcmi.optionsTab.unlimitedReplay.hover");
  854. if(!optionIds.size()) // No settings to publish
  855. return;
  856. MetaString str;
  857. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  858. str.appendRawString(": ");
  859. for(int i = 0; i < optionIds.size(); i++)
  860. {
  861. str.appendTextID(optionIds[i]);
  862. if(i < optionIds.size() - 1)
  863. str.appendRawString(", ");
  864. }
  865. gh->playerMessages->broadcastSystemMessage(str);
  866. }
  867. INetworkHandler & CVCMIServer::getNetworkHandler()
  868. {
  869. return *networkHandler;
  870. }