CServerHandler.cpp 27 KB

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  1. /*
  2. * CServerHandler.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 "CServerHandler.h"
  12. #include "Client.h"
  13. #include "CGameInfo.h"
  14. #include "CPlayerInterface.h"
  15. #include "gui/CGuiHandler.h"
  16. #include "gui/WindowHandler.h"
  17. #include "lobby/CSelectionBase.h"
  18. #include "lobby/CLobbyScreen.h"
  19. #include "windows/InfoWindows.h"
  20. #include "mainmenu/CMainMenu.h"
  21. #include "mainmenu/CPrologEpilogVideo.h"
  22. #include "mainmenu/CHighScoreScreen.h"
  23. #ifdef VCMI_ANDROID
  24. #include "../lib/CAndroidVMHelper.h"
  25. #elif defined(VCMI_IOS)
  26. #include "ios/utils.h"
  27. #include <dispatch/dispatch.h>
  28. #endif
  29. #ifdef SINGLE_PROCESS_APP
  30. #include "../server/CVCMIServer.h"
  31. #endif
  32. #include "../lib/CConfigHandler.h"
  33. #include "../lib/CGeneralTextHandler.h"
  34. #include "../lib/CThreadHelper.h"
  35. #include "../lib/StartInfo.h"
  36. #include "../lib/TurnTimerInfo.h"
  37. #include "../lib/VCMIDirs.h"
  38. #include "../lib/campaign/CampaignState.h"
  39. #include "../lib/mapping/CMapInfo.h"
  40. #include "../lib/mapObjects/MiscObjects.h"
  41. #include "../lib/modding/ModIncompatibility.h"
  42. #include "../lib/rmg/CMapGenOptions.h"
  43. #include "../lib/filesystem/Filesystem.h"
  44. #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
  45. #include "../lib/serializer/Connection.h"
  46. #include "../lib/serializer/CMemorySerializer.h"
  47. #include "../lib/UnlockGuard.h"
  48. #include <boost/uuid/uuid.hpp>
  49. #include <boost/uuid/uuid_io.hpp>
  50. #include <boost/uuid/uuid_generators.hpp>
  51. #include <boost/asio.hpp>
  52. #include "../lib/serializer/Cast.h"
  53. #include "LobbyClientNetPackVisitors.h"
  54. #include <vcmi/events/EventBus.h>
  55. #ifdef VCMI_WINDOWS
  56. #include <windows.h>
  57. #endif
  58. template<typename T> class CApplyOnLobby;
  59. const std::string CServerHandler::localhostAddress{"127.0.0.1"};
  60. #if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
  61. extern std::atomic_bool androidTestServerReadyFlag;
  62. #endif
  63. class CBaseForLobbyApply
  64. {
  65. public:
  66. virtual bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const = 0;
  67. virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const = 0;
  68. virtual ~CBaseForLobbyApply(){};
  69. template<typename U> static CBaseForLobbyApply * getApplier(const U * t = nullptr)
  70. {
  71. return new CApplyOnLobby<U>();
  72. }
  73. };
  74. template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
  75. {
  76. public:
  77. bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
  78. {
  79. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  80. T * ptr = static_cast<T *>(pack);
  81. ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
  82. logNetwork->trace("\tImmediately apply on lobby: %s", typeid(ptr).name());
  83. ptr->visit(visitor);
  84. return visitor.getResult();
  85. }
  86. void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
  87. {
  88. T * ptr = static_cast<T *>(pack);
  89. ApplyOnLobbyScreenNetPackVisitor visitor(*handler, lobby);
  90. logNetwork->trace("\tApply on lobby from queue: %s", typeid(ptr).name());
  91. ptr->visit(visitor);
  92. }
  93. };
  94. template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
  95. {
  96. public:
  97. bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
  98. {
  99. logGlobal->error("Cannot apply plain CPack!");
  100. assert(0);
  101. return false;
  102. }
  103. void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
  104. {
  105. logGlobal->error("Cannot apply plain CPack!");
  106. assert(0);
  107. }
  108. };
  109. static const std::string NAME_AFFIX = "client";
  110. static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
  111. CServerHandler::CServerHandler()
  112. : state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
  113. {
  114. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  115. //read from file to restore last session
  116. if(!settings["server"]["uuid"].isNull() && !settings["server"]["uuid"].String().empty())
  117. uuid = settings["server"]["uuid"].String();
  118. applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
  119. registerTypesLobbyPacks(*applier);
  120. }
  121. void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
  122. {
  123. hostClientId = -1;
  124. state = EClientState::NONE;
  125. mapToStart = nullptr;
  126. th = std::make_unique<CStopWatch>();
  127. packsForLobbyScreen.clear();
  128. c.reset();
  129. si = std::make_shared<StartInfo>();
  130. playerNames.clear();
  131. si->difficulty = 1;
  132. si->mode = mode;
  133. myNames.clear();
  134. if(names && !names->empty()) //if have custom set of player names - use it
  135. myNames = *names;
  136. else
  137. myNames.push_back(settings["general"]["playerName"].String());
  138. }
  139. void CServerHandler::startLocalServerAndConnect()
  140. {
  141. if(threadRunLocalServer)
  142. threadRunLocalServer->join();
  143. th->update();
  144. auto errorMsg = CGI->generaltexth->translate("vcmi.server.errors.existingProcess");
  145. try
  146. {
  147. CConnection testConnection(localhostAddress, getDefaultPort(), NAME, uuid);
  148. logNetwork->error("Port is busy, check if another instance of vcmiserver is working");
  149. CInfoWindow::showInfoDialog(errorMsg, {});
  150. return;
  151. }
  152. catch(std::runtime_error & error)
  153. {
  154. //no connection means that port is not busy and we can start local server
  155. }
  156. #if defined(SINGLE_PROCESS_APP)
  157. boost::condition_variable cond;
  158. std::vector<std::string> args{"--uuid=" + uuid, "--port=" + std::to_string(getHostPort())};
  159. if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
  160. {
  161. args.push_back("--lobby=" + settings["session"]["address"].String());
  162. args.push_back("--connections=" + settings["session"]["hostConnections"].String());
  163. args.push_back("--lobby-port=" + std::to_string(settings["session"]["port"].Integer()));
  164. args.push_back("--lobby-uuid=" + settings["session"]["hostUuid"].String());
  165. }
  166. threadRunLocalServer = std::make_shared<boost::thread>([&cond, args, this] {
  167. setThreadName("CVCMIServer");
  168. CVCMIServer::create(&cond, args);
  169. onServerFinished();
  170. });
  171. threadRunLocalServer->detach();
  172. #elif defined(VCMI_ANDROID)
  173. {
  174. CAndroidVMHelper envHelper;
  175. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
  176. }
  177. #else
  178. threadRunLocalServer = std::make_shared<boost::thread>(&CServerHandler::threadRunServer, this); //runs server executable;
  179. #endif
  180. logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
  181. th->update();
  182. #ifdef SINGLE_PROCESS_APP
  183. {
  184. #ifdef VCMI_IOS
  185. dispatch_sync(dispatch_get_main_queue(), ^{
  186. iOS_utils::showLoadingIndicator();
  187. });
  188. #endif
  189. boost::mutex m;
  190. boost::unique_lock<boost::mutex> lock{m};
  191. logNetwork->info("waiting for server");
  192. cond.wait(lock);
  193. logNetwork->info("server is ready");
  194. #ifdef VCMI_IOS
  195. dispatch_sync(dispatch_get_main_queue(), ^{
  196. iOS_utils::hideLoadingIndicator();
  197. });
  198. #endif
  199. }
  200. #elif defined(VCMI_ANDROID)
  201. logNetwork->info("waiting for server");
  202. while(!androidTestServerReadyFlag.load())
  203. {
  204. logNetwork->info("still waiting...");
  205. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  206. }
  207. logNetwork->info("waiting for server finished...");
  208. androidTestServerReadyFlag = false;
  209. #endif
  210. logNetwork->trace("Waiting for server: %d ms", th->getDiff());
  211. th->update(); //put breakpoint here to attach to server before it does something stupid
  212. justConnectToServer(localhostAddress, 0);
  213. logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
  214. }
  215. void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
  216. {
  217. state = EClientState::CONNECTING;
  218. while(!c && state != EClientState::CONNECTION_CANCELLED)
  219. {
  220. try
  221. {
  222. logNetwork->info("Establishing connection...");
  223. c = std::make_shared<CConnection>(
  224. addr.size() ? addr : getHostAddress(),
  225. port ? port : getHostPort(),
  226. NAME, uuid);
  227. }
  228. catch(std::runtime_error & error)
  229. {
  230. logNetwork->warn("\nCannot establish connection. %s Retrying in 1 second", error.what());
  231. boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
  232. }
  233. }
  234. if(state == EClientState::CONNECTION_CANCELLED)
  235. {
  236. logNetwork->info("Connection aborted by player!");
  237. return;
  238. }
  239. c->handler = std::make_shared<boost::thread>(&CServerHandler::threadHandleConnection, this);
  240. if(!addr.empty() && addr != getHostAddress())
  241. {
  242. Settings serverAddress = settings.write["server"]["server"];
  243. serverAddress->String() = addr;
  244. }
  245. if(port && port != getHostPort())
  246. {
  247. Settings serverPort = settings.write["server"]["port"];
  248. serverPort->Integer() = port;
  249. }
  250. }
  251. void CServerHandler::applyPacksOnLobbyScreen()
  252. {
  253. if(!c || !c->handler)
  254. return;
  255. boost::unique_lock<boost::recursive_mutex> lock(*mx);
  256. while(!packsForLobbyScreen.empty())
  257. {
  258. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  259. CPackForLobby * pack = packsForLobbyScreen.front();
  260. packsForLobbyScreen.pop_front();
  261. CBaseForLobbyApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //find the applier
  262. apply->applyOnLobbyScreen(dynamic_cast<CLobbyScreen *>(SEL), this, pack);
  263. GH.windows().totalRedraw();
  264. delete pack;
  265. }
  266. }
  267. void CServerHandler::stopServerConnection()
  268. {
  269. if(c->handler)
  270. {
  271. while(!c->handler->timed_join(boost::chrono::milliseconds(50)))
  272. applyPacksOnLobbyScreen();
  273. c->handler->join();
  274. }
  275. }
  276. std::set<PlayerColor> CServerHandler::getHumanColors()
  277. {
  278. return clientHumanColors(c->connectionID);
  279. }
  280. PlayerColor CServerHandler::myFirstColor() const
  281. {
  282. return clientFirstColor(c->connectionID);
  283. }
  284. bool CServerHandler::isMyColor(PlayerColor color) const
  285. {
  286. return isClientColor(c->connectionID, color);
  287. }
  288. ui8 CServerHandler::myFirstId() const
  289. {
  290. return clientFirstId(c->connectionID);
  291. }
  292. bool CServerHandler::isServerLocal() const
  293. {
  294. if(threadRunLocalServer)
  295. return true;
  296. return false;
  297. }
  298. bool CServerHandler::isHost() const
  299. {
  300. return c && hostClientId == c->connectionID;
  301. }
  302. bool CServerHandler::isGuest() const
  303. {
  304. return !c || hostClientId != c->connectionID;
  305. }
  306. ui16 CServerHandler::getDefaultPort()
  307. {
  308. return static_cast<ui16>(settings["server"]["port"].Integer());
  309. }
  310. std::string CServerHandler::getDefaultPortStr()
  311. {
  312. return std::to_string(getDefaultPort());
  313. }
  314. std::string CServerHandler::getHostAddress() const
  315. {
  316. if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
  317. return settings["server"]["server"].String();
  318. if(settings["session"]["host"].Bool())
  319. return localhostAddress;
  320. return settings["session"]["address"].String();
  321. }
  322. ui16 CServerHandler::getHostPort() const
  323. {
  324. if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
  325. return getDefaultPort();
  326. if(settings["session"]["host"].Bool())
  327. return getDefaultPort();
  328. return settings["session"]["port"].Integer();
  329. }
  330. void CServerHandler::sendClientConnecting() const
  331. {
  332. LobbyClientConnected lcc;
  333. lcc.uuid = uuid;
  334. lcc.names = myNames;
  335. lcc.mode = si->mode;
  336. sendLobbyPack(lcc);
  337. }
  338. void CServerHandler::sendClientDisconnecting()
  339. {
  340. // FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
  341. if(state == EClientState::DISCONNECTING)
  342. return;
  343. state = EClientState::DISCONNECTING;
  344. mapToStart = nullptr;
  345. LobbyClientDisconnected lcd;
  346. lcd.clientId = c->connectionID;
  347. logNetwork->info("Connection has been requested to be closed.");
  348. if(isServerLocal())
  349. {
  350. lcd.shutdownServer = true;
  351. logNetwork->info("Sent closing signal to the server");
  352. }
  353. else
  354. {
  355. logNetwork->info("Sent leaving signal to the server");
  356. }
  357. sendLobbyPack(lcd);
  358. {
  359. // Network thread might be applying network pack at this moment
  360. auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
  361. c->close();
  362. c.reset();
  363. }
  364. }
  365. void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
  366. {
  367. state = EClientState::LOBBY_CAMPAIGN;
  368. LobbySetCampaign lsc;
  369. lsc.ourCampaign = newCampaign;
  370. sendLobbyPack(lsc);
  371. }
  372. void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
  373. {
  374. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  375. return;
  376. LobbySetCampaignMap lscm;
  377. lscm.mapId = mapId;
  378. sendLobbyPack(lscm);
  379. }
  380. void CServerHandler::setCampaignBonus(int bonusId) const
  381. {
  382. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  383. return;
  384. LobbySetCampaignBonus lscb;
  385. lscb.bonusId = bonusId;
  386. sendLobbyPack(lscb);
  387. }
  388. void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
  389. {
  390. LobbySetMap lsm;
  391. lsm.mapInfo = to;
  392. lsm.mapGenOpts = mapGenOpts;
  393. sendLobbyPack(lsm);
  394. }
  395. void CServerHandler::setPlayer(PlayerColor color) const
  396. {
  397. LobbySetPlayer lsp;
  398. lsp.clickedColor = color;
  399. sendLobbyPack(lsp);
  400. }
  401. void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
  402. {
  403. LobbySetPlayerName lspn;
  404. lspn.color = color;
  405. lspn.name = name;
  406. sendLobbyPack(lspn);
  407. }
  408. void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
  409. {
  410. LobbyChangePlayerOption lcpo;
  411. lcpo.what = what;
  412. lcpo.value = value;
  413. lcpo.color = player;
  414. sendLobbyPack(lcpo);
  415. }
  416. void CServerHandler::setDifficulty(int to) const
  417. {
  418. LobbySetDifficulty lsd;
  419. lsd.difficulty = to;
  420. sendLobbyPack(lsd);
  421. }
  422. void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
  423. {
  424. LobbySetSimturns pack;
  425. pack.simturnsInfo = info;
  426. sendLobbyPack(pack);
  427. }
  428. void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
  429. {
  430. LobbySetTurnTime lstt;
  431. lstt.turnTimerInfo = info;
  432. sendLobbyPack(lstt);
  433. }
  434. void CServerHandler::sendMessage(const std::string & txt) const
  435. {
  436. std::istringstream readed;
  437. readed.str(txt);
  438. std::string command;
  439. readed >> command;
  440. if(command == "!passhost")
  441. {
  442. std::string id;
  443. readed >> id;
  444. if(id.length())
  445. {
  446. LobbyChangeHost lch;
  447. lch.newHostConnectionId = boost::lexical_cast<int>(id);
  448. sendLobbyPack(lch);
  449. }
  450. }
  451. else if(command == "!forcep")
  452. {
  453. std::string connectedId, playerColorId;
  454. readed >> connectedId;
  455. readed >> playerColorId;
  456. if(connectedId.length() && playerColorId.length())
  457. {
  458. ui8 connected = boost::lexical_cast<int>(connectedId);
  459. auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
  460. if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
  461. {
  462. LobbyForceSetPlayer lfsp;
  463. lfsp.targetConnectedPlayer = connected;
  464. lfsp.targetPlayerColor = color;
  465. sendLobbyPack(lfsp);
  466. }
  467. }
  468. }
  469. else
  470. {
  471. LobbyChatMessage lcm;
  472. lcm.message = txt;
  473. lcm.playerName = playerNames.find(myFirstId())->second.name;
  474. sendLobbyPack(lcm);
  475. }
  476. }
  477. void CServerHandler::sendGuiAction(ui8 action) const
  478. {
  479. LobbyGuiAction lga;
  480. lga.action = static_cast<LobbyGuiAction::EAction>(action);
  481. sendLobbyPack(lga);
  482. }
  483. void CServerHandler::sendRestartGame() const
  484. {
  485. GH.windows().createAndPushWindow<CLoadingScreen>();
  486. LobbyEndGame endGame;
  487. endGame.closeConnection = false;
  488. endGame.restart = true;
  489. sendLobbyPack(endGame);
  490. }
  491. bool CServerHandler::validateGameStart(bool allowOnlyAI) const
  492. {
  493. try
  494. {
  495. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  496. }
  497. catch(ModIncompatibility & e)
  498. {
  499. logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
  500. std::string errorMsg;
  501. if(!e.whatMissing().empty())
  502. {
  503. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  504. errorMsg += e.whatMissing();
  505. }
  506. if(!e.whatExcessive().empty())
  507. {
  508. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  509. errorMsg += e.whatExcessive();
  510. }
  511. showServerError(errorMsg);
  512. return false;
  513. }
  514. catch(std::exception & e)
  515. {
  516. logGlobal->error("Exception during startScenario: %s", e.what());
  517. showServerError( std::string("Unable to start map! Reason: ") + e.what());
  518. return false;
  519. }
  520. return true;
  521. }
  522. void CServerHandler::sendStartGame(bool allowOnlyAI) const
  523. {
  524. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  525. GH.windows().createAndPushWindow<CLoadingScreen>();
  526. LobbyStartGame lsg;
  527. if(client)
  528. {
  529. lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
  530. lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
  531. lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
  532. * si = * lsg.initializedStartInfo;
  533. }
  534. sendLobbyPack(lsg);
  535. c->enterLobbyConnectionMode();
  536. c->disableStackSendingByID();
  537. }
  538. void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
  539. {
  540. mapToStart = to;
  541. }
  542. void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
  543. {
  544. if(CMM)
  545. CMM->disable();
  546. client = new CClient();
  547. highScoreCalc = nullptr;
  548. switch(si->mode)
  549. {
  550. case StartInfo::NEW_GAME:
  551. client->newGame(gameState);
  552. break;
  553. case StartInfo::CAMPAIGN:
  554. client->newGame(gameState);
  555. break;
  556. case StartInfo::LOAD_GAME:
  557. client->loadGame(gameState);
  558. break;
  559. default:
  560. throw std::runtime_error("Invalid mode");
  561. }
  562. // After everything initialized we can accept CPackToClient netpacks
  563. c->enterGameplayConnectionMode(client->gameState());
  564. state = EClientState::GAMEPLAY;
  565. //store settings to continue game
  566. if(!isServerLocal() && isGuest())
  567. {
  568. Settings saveSession = settings.write["server"]["reconnect"];
  569. saveSession->Bool() = true;
  570. Settings saveUuid = settings.write["server"]["uuid"];
  571. saveUuid->String() = uuid;
  572. Settings saveNames = settings.write["server"]["names"];
  573. saveNames->Vector().clear();
  574. for(auto & name : myNames)
  575. {
  576. JsonNode jsonName;
  577. jsonName.String() = name;
  578. saveNames->Vector().push_back(jsonName);
  579. }
  580. }
  581. }
  582. void CServerHandler::endGameplay(bool closeConnection, bool restart)
  583. {
  584. if(closeConnection)
  585. {
  586. // Game is ending
  587. // Tell the network thread to reach a stable state
  588. CSH->sendClientDisconnecting();
  589. logNetwork->info("Closed connection.");
  590. }
  591. client->endGame();
  592. vstd::clear_pointer(client);
  593. if(!restart)
  594. {
  595. if(CMM)
  596. {
  597. GH.curInt = CMM.get();
  598. CMM->enable();
  599. }
  600. else
  601. {
  602. GH.curInt = CMainMenu::create().get();
  603. }
  604. }
  605. if(c)
  606. {
  607. c->enterLobbyConnectionMode();
  608. c->disableStackSendingByID();
  609. }
  610. //reset settings
  611. Settings saveSession = settings.write["server"]["reconnect"];
  612. saveSession->Bool() = false;
  613. }
  614. void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
  615. {
  616. std::shared_ptr<CampaignState> ourCampaign = cs;
  617. if (!cs)
  618. ourCampaign = si->campState;
  619. if(highScoreCalc == nullptr)
  620. {
  621. highScoreCalc = std::make_shared<HighScoreCalculation>();
  622. highScoreCalc->isCampaign = true;
  623. highScoreCalc->parameters.clear();
  624. }
  625. param.campaignName = cs->getNameTranslated();
  626. highScoreCalc->parameters.push_back(param);
  627. GH.dispatchMainThread([ourCampaign, this]()
  628. {
  629. CSH->campaignServerRestartLock.set(true);
  630. CSH->endGameplay();
  631. auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
  632. auto finisher = [=]()
  633. {
  634. if(ourCampaign->campaignSet != "" && ourCampaign->isCampaignFinished())
  635. {
  636. Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
  637. entry->Bool() = true;
  638. }
  639. GH.windows().pushWindow(CMM);
  640. GH.windows().pushWindow(CMM->menu);
  641. if(!ourCampaign->isCampaignFinished())
  642. CMM->openCampaignLobby(ourCampaign);
  643. else
  644. {
  645. CMM->openCampaignScreen(ourCampaign->campaignSet);
  646. GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *highScoreCalc);
  647. }
  648. };
  649. if(epilogue.hasPrologEpilog)
  650. {
  651. GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
  652. }
  653. else
  654. {
  655. CSH->campaignServerRestartLock.waitUntil(false);
  656. finisher();
  657. }
  658. });
  659. }
  660. void CServerHandler::showServerError(const std::string & txt) const
  661. {
  662. if(auto w = GH.windows().topWindow<CLoadingScreen>())
  663. GH.windows().popWindow(w);
  664. CInfoWindow::showInfoDialog(txt, {});
  665. }
  666. int CServerHandler::howManyPlayerInterfaces()
  667. {
  668. int playerInts = 0;
  669. for(auto pint : client->playerint)
  670. {
  671. if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
  672. playerInts++;
  673. }
  674. return playerInts;
  675. }
  676. ui8 CServerHandler::getLoadMode()
  677. {
  678. if(loadMode != ELoadMode::TUTORIAL && state == EClientState::GAMEPLAY)
  679. {
  680. if(si->campState)
  681. return ELoadMode::CAMPAIGN;
  682. for(auto pn : playerNames)
  683. {
  684. if(pn.second.connection != c->connectionID)
  685. return ELoadMode::MULTI;
  686. }
  687. if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
  688. return ELoadMode::MULTI;
  689. return ELoadMode::SINGLE;
  690. }
  691. return loadMode;
  692. }
  693. void CServerHandler::restoreLastSession()
  694. {
  695. auto loadSession = [this]()
  696. {
  697. uuid = settings["server"]["uuid"].String();
  698. for(auto & name : settings["server"]["names"].Vector())
  699. myNames.push_back(name.String());
  700. resetStateForLobby(StartInfo::LOAD_GAME, &myNames);
  701. screenType = ESelectionScreen::loadGame;
  702. justConnectToServer(settings["server"]["server"].String(), settings["server"]["port"].Integer());
  703. };
  704. auto cleanUpSession = []()
  705. {
  706. //reset settings
  707. Settings saveSession = settings.write["server"]["reconnect"];
  708. saveSession->Bool() = false;
  709. };
  710. CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
  711. }
  712. void CServerHandler::debugStartTest(std::string filename, bool save)
  713. {
  714. logGlobal->info("Starting debug test with file: %s", filename);
  715. auto mapInfo = std::make_shared<CMapInfo>();
  716. if(save)
  717. {
  718. resetStateForLobby(StartInfo::LOAD_GAME);
  719. mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
  720. screenType = ESelectionScreen::loadGame;
  721. }
  722. else
  723. {
  724. resetStateForLobby(StartInfo::NEW_GAME);
  725. mapInfo->mapInit(filename);
  726. screenType = ESelectionScreen::newGame;
  727. }
  728. if(settings["session"]["donotstartserver"].Bool())
  729. justConnectToServer(localhostAddress, 3030);
  730. else
  731. startLocalServerAndConnect();
  732. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  733. while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
  734. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  735. while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
  736. {
  737. setMapInfo(mapInfo);
  738. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  739. }
  740. // "Click" on color to remove us from it
  741. setPlayer(myFirstColor());
  742. while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
  743. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  744. while(true)
  745. {
  746. try
  747. {
  748. sendStartGame();
  749. break;
  750. }
  751. catch(...)
  752. {
  753. }
  754. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  755. }
  756. }
  757. class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  758. {
  759. private:
  760. CServerHandler & handler;
  761. public:
  762. ServerHandlerCPackVisitor(CServerHandler & handler)
  763. :handler(handler)
  764. {
  765. }
  766. virtual bool callTyped() override { return false; }
  767. virtual void visitForLobby(CPackForLobby & lobbyPack) override
  768. {
  769. handler.visitForLobby(lobbyPack);
  770. }
  771. virtual void visitForClient(CPackForClient & clientPack) override
  772. {
  773. handler.visitForClient(clientPack);
  774. }
  775. };
  776. void CServerHandler::threadHandleConnection()
  777. {
  778. setThreadName("handleConnection");
  779. c->enterLobbyConnectionMode();
  780. try
  781. {
  782. sendClientConnecting();
  783. while(c && c->connected)
  784. {
  785. while(state == EClientState::STARTING)
  786. boost::this_thread::sleep_for(boost::chrono::milliseconds(10));
  787. CPack * pack = c->retrievePack();
  788. if(state == EClientState::DISCONNECTING)
  789. {
  790. // FIXME: server shouldn't really send netpacks after it's tells client to disconnect
  791. // Though currently they'll be delivered and might cause crash.
  792. vstd::clear_pointer(pack);
  793. }
  794. else
  795. {
  796. ServerHandlerCPackVisitor visitor(*this);
  797. pack->visit(visitor);
  798. }
  799. }
  800. }
  801. //catch only asio exceptions
  802. catch(const boost::system::system_error & e)
  803. {
  804. if(state == EClientState::DISCONNECTING)
  805. {
  806. logNetwork->info("Successfully closed connection to server, ending listening thread!");
  807. }
  808. else
  809. {
  810. if (e.code() == boost::asio::error::eof)
  811. logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
  812. else
  813. logNetwork->error("Lost connection to server, ending listening thread! Reason: %s", e.what());
  814. if(client)
  815. {
  816. state = EClientState::DISCONNECTING;
  817. GH.dispatchMainThread([]()
  818. {
  819. CSH->endGameplay();
  820. GH.defActionsDef = 63;
  821. CMM->menu->switchToTab("main");
  822. });
  823. }
  824. else
  825. {
  826. auto lcd = new LobbyClientDisconnected();
  827. lcd->clientId = c->connectionID;
  828. boost::unique_lock<boost::recursive_mutex> lock(*mx);
  829. packsForLobbyScreen.push_back(lcd);
  830. }
  831. }
  832. }
  833. }
  834. void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
  835. {
  836. if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, &lobbyPack))
  837. {
  838. if(!settings["session"]["headless"].Bool())
  839. {
  840. boost::unique_lock<boost::recursive_mutex> lock(*mx);
  841. packsForLobbyScreen.push_back(&lobbyPack);
  842. }
  843. }
  844. }
  845. void CServerHandler::visitForClient(CPackForClient & clientPack)
  846. {
  847. client->handlePack(&clientPack);
  848. }
  849. void CServerHandler::threadRunServer()
  850. {
  851. #if !defined(VCMI_MOBILE)
  852. setThreadName("runServer");
  853. const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
  854. std::string comm = VCMIDirs::get().serverPath().string()
  855. + " --port=" + std::to_string(getHostPort())
  856. + " --run-by-client"
  857. + " --uuid=" + uuid;
  858. if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
  859. {
  860. comm += " --lobby=" + settings["session"]["address"].String();
  861. comm += " --connections=" + settings["session"]["hostConnections"].String();
  862. comm += " --lobby-port=" + std::to_string(settings["session"]["port"].Integer());
  863. comm += " --lobby-uuid=" + settings["session"]["hostUuid"].String();
  864. }
  865. comm += " > \"" + logName + '\"';
  866. logGlobal->info("Server command line: %s", comm);
  867. #ifdef VCMI_WINDOWS
  868. int result = -1;
  869. const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
  870. if(bufSize > 0)
  871. {
  872. std::wstring wComm(bufSize, {});
  873. const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
  874. if(convertResult > 0)
  875. result = ::_wsystem(wComm.c_str());
  876. else
  877. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
  878. }
  879. else
  880. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
  881. #else
  882. int result = std::system(comm.c_str());
  883. #endif
  884. if (result == 0)
  885. {
  886. logNetwork->info("Server closed correctly");
  887. }
  888. else
  889. {
  890. logNetwork->error("Error: server failed to close correctly or crashed!");
  891. logNetwork->error("Check %s for more info", logName);
  892. }
  893. onServerFinished();
  894. #endif
  895. }
  896. void CServerHandler::onServerFinished()
  897. {
  898. threadRunLocalServer.reset();
  899. if (CSH)
  900. CSH->campaignServerRestartLock.setn(false);
  901. }
  902. void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
  903. {
  904. if(state != EClientState::STARTING)
  905. c->sendPack(&pack);
  906. }