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