2
0

CVCMIServer.cpp 31 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166
  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/CThreadHelper.h"
  17. #include "../lib/GameLibrary.h"
  18. #include "../lib/campaign/CampaignState.h"
  19. #include "../lib/entities/hero/CHeroHandler.h"
  20. #include "../lib/entities/hero/CHeroClass.h"
  21. #include "../lib/entities/ResourceTypeHandler.h"
  22. #include "../lib/gameState/CGameState.h"
  23. #include "../lib/mapping/CMapInfo.h"
  24. #include "../lib/mapping/CMapHeader.h"
  25. #include "../lib/modding/ModIncompatibility.h"
  26. #include "../lib/rmg/CMapGenOptions.h"
  27. #include "../lib/serializer/CMemorySerializer.h"
  28. #include "../lib/serializer/GameConnection.h"
  29. #include "../lib/texts/CGeneralTextHandler.h"
  30. // UUID generation
  31. #include <boost/uuid/uuid.hpp>
  32. #include <boost/uuid/uuid_io.hpp>
  33. #include <boost/uuid/uuid_generators.hpp>
  34. #include <boost/program_options.hpp>
  35. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  36. {
  37. private:
  38. CVCMIServer & handler;
  39. std::shared_ptr<CGameHandler> gh;
  40. std::shared_ptr<GameConnection> connection;
  41. public:
  42. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<GameConnection> & connection)
  43. : handler(handler)
  44. , gh(gh)
  45. , connection(connection)
  46. {
  47. }
  48. bool callTyped() override { return false; }
  49. void visitForLobby(CPackForLobby & packForLobby) override
  50. {
  51. handler.handleReceivedPack(connection, packForLobby);
  52. }
  53. void visitForServer(CPackForServer & serverPack) override
  54. {
  55. if (gh)
  56. gh->handleReceivedPack(connection->connectionID, serverPack);
  57. else
  58. logNetwork->error("Received pack for game server while in lobby!");
  59. }
  60. void visitForClient(CPackForClient & clientPack) override
  61. {
  62. }
  63. };
  64. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  65. : currentClientId(GameConnectionID::FIRST_CONNECTION)
  66. , currentPlayerId(PlayerConnectionID::FIRST_HUMAN)
  67. , port(port)
  68. , runByClient(runByClient)
  69. {
  70. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  71. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  72. networkHandler = INetworkHandler::createHandler();
  73. }
  74. CVCMIServer::~CVCMIServer() = default;
  75. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  76. if(connectToLobby) {
  77. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  78. return 0;
  79. } else {
  80. return startAcceptingIncomingConnections(listenForConnections);
  81. }
  82. }
  83. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  84. {
  85. networkServer = networkHandler->createServerTCP(*this);
  86. port
  87. ? logNetwork->info("Port %d will be used", port)
  88. : logNetwork->info("Randomly assigned port will be used");
  89. // config port may be 0 => srvport will contain the OS-assigned port value
  90. if (listenForConnections)
  91. {
  92. auto srvport = networkServer->start(port);
  93. logNetwork->info("Listening for connections at port %d", srvport);
  94. return srvport;
  95. }
  96. else
  97. return 0;
  98. }
  99. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  100. {
  101. if(getState() == EServerState::LOBBY)
  102. {
  103. activeConnections.push_back(std::make_shared<GameConnection>(connection));
  104. activeConnections.back()->enterLobbyConnectionMode();
  105. }
  106. else
  107. {
  108. // TODO: reconnection support
  109. connection->close();
  110. }
  111. }
  112. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  113. {
  114. std::shared_ptr<GameConnection> c = findConnection(connection);
  115. if (c == nullptr)
  116. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  117. auto pack = c->retrievePack(message);
  118. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  119. pack->visit(visitor);
  120. }
  121. void CVCMIServer::setState(EServerState value)
  122. {
  123. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  124. logGlobal->warn("Attempt to shutdown already shutdown server!");
  125. // do not attempt to restart dying server
  126. assert(state != EServerState::SHUTDOWN || state == value);
  127. state = value;
  128. if (state == EServerState::SHUTDOWN)
  129. networkHandler->stop();
  130. }
  131. EServerState CVCMIServer::getState() const
  132. {
  133. return state;
  134. }
  135. std::shared_ptr<GameConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  136. {
  137. for(const auto & gameConnection : activeConnections)
  138. {
  139. if (gameConnection->isMyConnection(netConnection))
  140. return gameConnection;
  141. }
  142. return nullptr;
  143. }
  144. bool CVCMIServer::wasStartedByClient() const
  145. {
  146. return runByClient;
  147. }
  148. void CVCMIServer::run()
  149. {
  150. networkHandler->run();
  151. }
  152. void CVCMIServer::onTimer()
  153. {
  154. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  155. if (getState() != EServerState::GAMEPLAY)
  156. return;
  157. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  158. auto timeNow = std::chrono::steady_clock::now();
  159. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  160. auto timePassedNow = timeNow - gameplayStartTime;
  161. lastTimerUpdateTime = timeNow;
  162. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  163. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  164. auto msDelta = msPassedNow - msPassedBefore;
  165. if (msDelta.count())
  166. gh->tick(msDelta.count());
  167. networkHandler->createTimer(*this, serverUpdateInterval);
  168. }
  169. void CVCMIServer::prepareToRestart()
  170. {
  171. if(getState() != EServerState::GAMEPLAY)
  172. {
  173. assert(0);
  174. return;
  175. }
  176. * si = * gh->gs->getInitialStartInfo();
  177. setState(EServerState::LOBBY);
  178. if (si->campState)
  179. {
  180. assert(si->campState->currentScenario().has_value());
  181. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  182. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  183. }
  184. for(auto activeConnection : activeConnections)
  185. activeConnection->enterLobbyConnectionMode();
  186. gh = nullptr;
  187. }
  188. bool CVCMIServer::prepareToStartGame()
  189. {
  190. Load::ProgressAccumulator progressTracking;
  191. Load::Progress current(1);
  192. progressTracking.include(current);
  193. auto progressTrackingThread = std::thread([this, &progressTracking]()
  194. {
  195. setThreadName("progressTrackingThread");
  196. auto currentProgress = std::numeric_limits<Load::Type>::max();
  197. while(!progressTracking.finished())
  198. {
  199. if(progressTracking.get() != currentProgress)
  200. {
  201. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  202. currentProgress = progressTracking.get();
  203. LobbyLoadProgress loadProgress;
  204. loadProgress.progress = currentProgress;
  205. announcePack(loadProgress);
  206. }
  207. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  208. }
  209. //send final progress
  210. LobbyLoadProgress loadProgress;
  211. loadProgress.progress = std::numeric_limits<Load::Type>::max();
  212. announcePack(loadProgress);
  213. });
  214. auto newGH = std::make_shared<CGameHandler>(*this);
  215. bool started = false;
  216. try
  217. {
  218. switch(si->mode)
  219. {
  220. case EStartMode::CAMPAIGN:
  221. logNetwork->info("Preparing to start new campaign");
  222. si->startTime = std::time(nullptr);
  223. si->fileURI = mi->fileURI;
  224. si->campState->setCurrentMap(campaignMap);
  225. si->campState->setCurrentMapBonus(campaignBonus);
  226. newGH->init(si.get(), progressTracking); // may throw
  227. started = true;
  228. break;
  229. case EStartMode::NEW_GAME:
  230. logNetwork->info("Preparing to start new game");
  231. si->startTime = std::time(nullptr);
  232. si->fileURI = mi->fileURI;
  233. newGH->init(si.get(), progressTracking); // may throw
  234. started = true;
  235. break;
  236. case EStartMode::LOAD_GAME:
  237. logNetwork->info("Preparing to start loaded game");
  238. if(loadSavedGame(*newGH, *si))
  239. started = true;
  240. break;
  241. default:
  242. logNetwork->error("Wrong mode in StartInfo!");
  243. assert(0);
  244. break;
  245. }
  246. }
  247. catch(const ModIncompatibility & e)
  248. {
  249. logGlobal->error("Failed to launch game: %s", e.what());
  250. announceMessage(e.getFullErrorMsg());
  251. }
  252. catch(const IdentifierResolutionException & e)
  253. {
  254. logGlobal->error("Failed to launch game: %s", e.what());
  255. MetaString errorMsg;
  256. errorMsg.appendTextID("vcmi.server.errors.campOrMapFile.unknownEntity");
  257. errorMsg.replaceRawString(e.identifierName);
  258. announceMessage(errorMsg);
  259. }
  260. catch(const std::exception & e)
  261. {
  262. logGlobal->error("Failed to launch game: %s", e.what());
  263. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  264. str.appendRawString(":\n");
  265. str.appendRawString(e.what());
  266. announceMessage(str);
  267. }
  268. current.finish();
  269. progressTrackingThread.join();
  270. if (!started)
  271. return false;
  272. gh = std::move(newGH);
  273. if(lobbyProcessor)
  274. lobbyProcessor->sendGameStarted();
  275. return true;
  276. }
  277. void CVCMIServer::startGameImmediately()
  278. {
  279. for(auto activeConnection : activeConnections)
  280. activeConnection->setCallback(gh->gameInfo());
  281. for(auto activeConnection : activeConnections)
  282. {
  283. auto players = getAllClientPlayers(activeConnection->connectionID);
  284. std::stringstream sbuffer;
  285. sbuffer << "Connection " << static_cast<int>(activeConnection->connectionID) << " will handle " << players.size() << " player: ";
  286. for (PlayerColor color : players)
  287. sbuffer << color << " ";
  288. logGlobal->info(sbuffer.str());
  289. }
  290. gh->start(si->mode == EStartMode::LOAD_GAME);
  291. setState(EServerState::GAMEPLAY);
  292. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  293. onTimer();
  294. multiplayerWelcomeMessage();
  295. }
  296. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  297. {
  298. logNetwork->error("Network error receiving a pack. Connection has been closed");
  299. std::shared_ptr<GameConnection> c = findConnection(connection);
  300. // player may have already disconnected via clientDisconnected call
  301. if (c)
  302. {
  303. LobbyClientDisconnected lcd;
  304. lcd.clientId = c->connectionID;
  305. handleReceivedPack(c, lcd);
  306. }
  307. }
  308. void CVCMIServer::handleReceivedPack(std::shared_ptr<GameConnection> connection, CPackForLobby & pack)
  309. {
  310. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  311. pack.visit(checker);
  312. if(checker.getResult())
  313. {
  314. ApplyOnServerNetPackVisitor applier(*this, connection);
  315. pack.visit(applier);
  316. if (applier.getResult())
  317. announcePack(pack);
  318. }
  319. }
  320. void CVCMIServer::announcePack(CPackForLobby & pack)
  321. {
  322. for(auto activeConnection : activeConnections)
  323. {
  324. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  325. // Until UUID set we only pass LobbyClientConnected to this client
  326. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  327. // continue;
  328. activeConnection->sendPack(pack);
  329. }
  330. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  331. pack.visit(applier);
  332. }
  333. void CVCMIServer::announceMessage(const MetaString & txt)
  334. {
  335. logNetwork->info("Show message: %s", txt.toString());
  336. LobbyShowMessage cm;
  337. cm.message = txt;
  338. announcePack(cm);
  339. }
  340. void CVCMIServer::announceMessage(const std::string & txt)
  341. {
  342. MetaString str;
  343. str.appendRawString(txt);
  344. announceMessage(str);
  345. }
  346. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  347. {
  348. logNetwork->info("%s says: %s", playerName, txt.toString());
  349. LobbyChatMessage cm;
  350. cm.playerName = playerName;
  351. cm.message = txt;
  352. announcePack(cm);
  353. }
  354. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  355. {
  356. MetaString str;
  357. str.appendRawString(txt);
  358. announceTxt(str, playerName);
  359. }
  360. bool CVCMIServer::passHost(GameConnectionID toConnectionId)
  361. {
  362. for(auto activeConnection : activeConnections)
  363. {
  364. if(isClientHost(activeConnection->connectionID))
  365. continue;
  366. if(activeConnection->connectionID != toConnectionId)
  367. continue;
  368. hostClientId = activeConnection->connectionID;
  369. announceTxt(boost::str(boost::format("Pass host to connection %d") % static_cast<int>(toConnectionId)));
  370. return true;
  371. }
  372. return false;
  373. }
  374. void CVCMIServer::clientConnected(std::shared_ptr<GameConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  375. {
  376. assert(getState() == EServerState::LOBBY);
  377. c->connectionID = currentClientId;
  378. currentClientId = vstd::next(currentClientId, 1);
  379. c->uuid = uuid;
  380. if(hostClientId == GameConnectionID::INVALID)
  381. {
  382. hostClientId = c->connectionID;
  383. si->mode = mode;
  384. }
  385. logNetwork->info("Connection with client %d established. UUID: %s", static_cast<int>(c->connectionID), c->uuid);
  386. for(auto & name : names)
  387. {
  388. logNetwork->info("Client %d player: %s", static_cast<int>(c->connectionID), name);
  389. PlayerConnectionID id = currentPlayerId;
  390. currentPlayerId = vstd::next(currentPlayerId, 1);
  391. ClientPlayer cp;
  392. cp.connection = c->connectionID;
  393. cp.name = name;
  394. playerNames.try_emplace(id, cp);
  395. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % static_cast<int>(id) % static_cast<int>(c->connectionID)));
  396. //put new player in first slot with AI
  397. for(auto & elem : si->playerInfos)
  398. {
  399. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  400. {
  401. setPlayerConnectedId(elem.second, id);
  402. break;
  403. }
  404. }
  405. }
  406. }
  407. void CVCMIServer::clientDisconnected(std::shared_ptr<GameConnection> connection)
  408. {
  409. assert(vstd::contains(activeConnections, connection));
  410. logGlobal->trace("Received disconnection request");
  411. vstd::erase(activeConnections, connection);
  412. if(activeConnections.empty() || hostClientId == connection->connectionID)
  413. {
  414. setState(EServerState::SHUTDOWN);
  415. return;
  416. }
  417. if(gh && getState() == EServerState::GAMEPLAY)
  418. {
  419. gh->handleClientDisconnection(connection->connectionID);
  420. }
  421. }
  422. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, PlayerConnectionID player) const
  423. {
  424. if(vstd::contains(playerNames, player))
  425. pset.name = playerNames.find(player)->second.name;
  426. else
  427. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  428. pset.connectedPlayerIDs.clear();
  429. if(player != PlayerConnectionID::PLAYER_AI)
  430. pset.connectedPlayerIDs.insert(player);
  431. }
  432. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  433. {
  434. mi = mapInfo;
  435. if(!mi)
  436. return;
  437. auto namesIt = playerNames.cbegin();
  438. si->playerInfos.clear();
  439. if(mi->scenarioOptionsOfSave)
  440. {
  441. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  442. si->mode = EStartMode::LOAD_GAME;
  443. if(si->campState)
  444. campaignMap = si->campState->currentScenario().value();
  445. for(auto & ps : si->playerInfos)
  446. {
  447. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  448. {
  449. setPlayerConnectedId(ps.second, namesIt++->first);
  450. }
  451. else
  452. {
  453. setPlayerConnectedId(ps.second, PlayerConnectionID::PLAYER_AI);
  454. }
  455. }
  456. }
  457. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  458. {
  459. if(mi->campaign)
  460. return;
  461. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  462. {
  463. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  464. //neither computer nor human can play - no player
  465. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  466. continue;
  467. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  468. pset.color = PlayerColor(i);
  469. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  470. {
  471. setPlayerConnectedId(pset, namesIt++->first);
  472. }
  473. else
  474. {
  475. setPlayerConnectedId(pset, PlayerConnectionID::PLAYER_AI);
  476. if(!pinfo.canHumanPlay)
  477. {
  478. pset.compOnly = true;
  479. }
  480. }
  481. pset.castle = pinfo.defaultCastle();
  482. pset.hero = pinfo.defaultHero();
  483. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  484. {
  485. pset.hero = pinfo.mainCustomHeroId;
  486. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  487. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  488. }
  489. }
  490. if(mi->isRandomMap && mapGenOpts)
  491. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  492. else
  493. si->mapGenOptions.reset();
  494. }
  495. if (lobbyProcessor)
  496. {
  497. std::string roomDescription;
  498. if (si->mapGenOptions)
  499. {
  500. if (si->mapGenOptions->getMapTemplate())
  501. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  502. // else - no template selected.
  503. // TODO: handle this somehow?
  504. }
  505. else
  506. roomDescription = mi->getNameTranslated();
  507. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  508. }
  509. si->mapname = mi->fileURI;
  510. }
  511. void CVCMIServer::updateAndPropagateLobbyState()
  512. {
  513. // Update player settings for RMG
  514. // TODO: find appropriate location for this code
  515. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  516. {
  517. for(const auto & psetPair : si->playerInfos)
  518. {
  519. const auto & pset = psetPair.second;
  520. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  521. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  522. if(pset.isControlledByHuman())
  523. {
  524. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  525. }
  526. else
  527. {
  528. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  529. }
  530. }
  531. }
  532. LobbyUpdateState lus;
  533. lus.state = *static_cast<LobbyState*>(this);
  534. announcePack(lus);
  535. }
  536. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  537. {
  538. struct PlayerToRestore
  539. {
  540. PlayerColor color;
  541. PlayerConnectionID id;
  542. void reset() { id = PlayerConnectionID::INVALID; color = PlayerColor::CANNOT_DETERMINE; }
  543. PlayerToRestore(){ reset(); }
  544. };
  545. PlayerToRestore playerToRestore;
  546. PlayerSettings & clicked = si->playerInfos[clickedColor];
  547. //identify clicked player
  548. PlayerConnectionID clickedNameID = PlayerConnectionID::PLAYER_AI;
  549. if(clicked.isControlledByHuman())
  550. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  551. if(clickedNameID > PlayerConnectionID::PLAYER_AI && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  552. {
  553. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  554. setPlayerConnectedId(restPos, playerToRestore.id);
  555. playerToRestore.reset();
  556. }
  557. PlayerConnectionID newPlayer; //which player will take clicked position
  558. //who will be put here?
  559. if(clickedNameID == PlayerConnectionID::PLAYER_AI) //AI player clicked -> if possible replace computer with unallocated player
  560. {
  561. newPlayer = getIdOfFirstUnallocatedPlayer();
  562. if(newPlayer == PlayerConnectionID::PLAYER_AI) //no "free" player -> get just first one
  563. newPlayer = playerNames.begin()->first;
  564. }
  565. else //human clicked -> take next
  566. {
  567. auto i = playerNames.find(clickedNameID); //clicked one
  568. i++; //player AFTER clicked one
  569. if(i != playerNames.end())
  570. newPlayer = i->first;
  571. else
  572. newPlayer = PlayerConnectionID::PLAYER_AI; //AI if we scrolled through all players
  573. }
  574. setPlayerConnectedId(clicked, newPlayer); //put player
  575. //if that player was somewhere else, we need to replace him with computer
  576. if(newPlayer != PlayerConnectionID::PLAYER_AI) //not AI
  577. {
  578. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  579. {
  580. PlayerConnectionID curNameID = *(i->second.connectedPlayerIDs.begin());
  581. if(i->first != clickedColor && curNameID == newPlayer)
  582. {
  583. assert(i->second.connectedPlayerIDs.size());
  584. playerToRestore.color = i->first;
  585. playerToRestore.id = newPlayer;
  586. setPlayerConnectedId(i->second, PlayerConnectionID::PLAYER_AI); //set computer
  587. break;
  588. }
  589. }
  590. }
  591. }
  592. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  593. {
  594. if(color == PlayerColor::CANNOT_DETERMINE)
  595. return;
  596. PlayerSettings & player = si->playerInfos.at(color);
  597. if(!player.isControlledByHuman())
  598. return;
  599. if(player.connectedPlayerIDs.empty())
  600. return;
  601. PlayerConnectionID nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  602. playerNames[nameID].name = name;
  603. setPlayerConnectedId(player, nameID);
  604. }
  605. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  606. {
  607. if(color == PlayerColor::CANNOT_DETERMINE)
  608. return;
  609. si->playerInfos[color].handicap = handicap;
  610. int humanPlayer = 0;
  611. for (const auto & pi : si->playerInfos)
  612. if(pi.second.isControlledByHuman())
  613. humanPlayer++;
  614. if(humanPlayer < 2) // Singleplayer
  615. return;
  616. MetaString str;
  617. str.appendTextID("vcmi.lobby.handicap");
  618. str.appendRawString(" ");
  619. str.appendName(color);
  620. str.appendRawString(":");
  621. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  622. {
  623. str.appendRawString(" ");
  624. str.appendTextID("core.genrltxt.523");
  625. announceTxt(str);
  626. return;
  627. }
  628. for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
  629. if(handicap.startBonus[res] != 0)
  630. {
  631. str.appendRawString(" ");
  632. str.appendName(res);
  633. str.appendRawString(":");
  634. str.appendRawString(std::to_string(handicap.startBonus[res]));
  635. }
  636. if(handicap.percentIncome != 100)
  637. {
  638. str.appendRawString(" ");
  639. str.appendTextID("core.jktext.32");
  640. str.appendRawString(":");
  641. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  642. }
  643. if(handicap.percentGrowth != 100)
  644. {
  645. str.appendRawString(" ");
  646. str.appendTextID("core.genrltxt.194");
  647. str.appendRawString(":");
  648. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  649. }
  650. announceTxt(str);
  651. }
  652. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  653. {
  654. PlayerSettings & s = si->playerInfos[player];
  655. FactionID & cur = s.castle;
  656. auto & allowed = getPlayerInfo(player).allowedFactions;
  657. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  658. if(cur == FactionID::NONE) //no change
  659. return;
  660. if(cur == FactionID::RANDOM) //first/last available
  661. {
  662. if(dir > 0)
  663. cur = *allowed.begin(); //id of first town
  664. else
  665. cur = *allowed.rbegin(); //id of last town
  666. }
  667. else // next/previous available
  668. {
  669. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  670. {
  671. if(allowRandomTown)
  672. {
  673. cur = FactionID::RANDOM;
  674. }
  675. else
  676. {
  677. if(dir > 0)
  678. cur = *allowed.begin();
  679. else
  680. cur = *allowed.rbegin();
  681. }
  682. }
  683. else
  684. {
  685. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  686. auto iter = allowed.find(cur);
  687. std::advance(iter, dir);
  688. cur = *iter;
  689. }
  690. }
  691. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  692. {
  693. s.hero = HeroTypeID::RANDOM;
  694. }
  695. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  696. s.bonus = PlayerStartingBonus::RANDOM;
  697. }
  698. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  699. {
  700. PlayerSettings & s = si->playerInfos[player];
  701. FactionID & cur = s.castle;
  702. auto & allowed = getPlayerInfo(player).allowedFactions;
  703. if(cur == FactionID::NONE) //no change
  704. return;
  705. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  706. return;
  707. cur = static_cast<FactionID>(id);
  708. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  709. {
  710. s.hero = HeroTypeID::RANDOM;
  711. }
  712. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  713. s.bonus = PlayerStartingBonus::RANDOM;
  714. }
  715. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  716. {
  717. campaignMap = mapId;
  718. si->difficulty = si->campState->scenario(mapId).difficulty;
  719. campaignBonus = -1;
  720. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  721. }
  722. void CVCMIServer::setCampaignBonus(int bonusId)
  723. {
  724. campaignBonus = bonusId;
  725. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  726. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  727. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  728. {
  729. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  730. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  731. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  732. for(auto & elem : si->playerInfos)
  733. {
  734. if(elem.first == startingPlayer)
  735. setPlayerConnectedId(elem.second, PlayerConnectionID::FIRST_HUMAN);
  736. else
  737. setPlayerConnectedId(elem.second, PlayerConnectionID::PLAYER_AI);
  738. }
  739. }
  740. }
  741. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  742. {
  743. PlayerSettings & s = si->playerInfos[player];
  744. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  745. return;
  746. if(s.hero == HeroTypeID::RANDOM) // first/last available
  747. {
  748. if (dir > 0)
  749. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  750. else
  751. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  752. }
  753. else
  754. {
  755. s.hero = nextAllowedHero(player, s.hero, dir);
  756. }
  757. }
  758. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  759. {
  760. PlayerSettings & s = si->playerInfos[player];
  761. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  762. return;
  763. if(id == HeroTypeID::RANDOM)
  764. {
  765. s.hero = HeroTypeID::RANDOM;
  766. }
  767. if(canUseThisHero(player, id))
  768. s.hero = static_cast<HeroTypeID>(id);
  769. }
  770. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  771. {
  772. HeroTypeID first(initial.getNum() + direction);
  773. if(direction > 0)
  774. {
  775. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  776. if(canUseThisHero(player, i))
  777. return i;
  778. }
  779. else
  780. {
  781. for (auto i = first; i.getNum() >= 0; --i)
  782. if(canUseThisHero(player, i))
  783. return i;
  784. }
  785. return HeroTypeID::RANDOM;
  786. }
  787. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  788. {
  789. PlayerSettings & s = si->playerInfos[player];
  790. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  791. if(s.hero == HeroTypeID::NONE &&
  792. getPlayerInfo(player).heroesNames.empty() &&
  793. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  794. {
  795. if(dir < 0)
  796. s.bonus = PlayerStartingBonus::RANDOM;
  797. else
  798. s.bonus = PlayerStartingBonus::GOLD;
  799. }
  800. if(s.bonus > PlayerStartingBonus::RESOURCE)
  801. s.bonus = PlayerStartingBonus::RANDOM;
  802. if(s.bonus < PlayerStartingBonus::RANDOM)
  803. s.bonus = PlayerStartingBonus::RESOURCE;
  804. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  805. {
  806. if(dir < 0)
  807. s.bonus = PlayerStartingBonus::GOLD;
  808. else
  809. s.bonus = PlayerStartingBonus::RANDOM;
  810. }
  811. }
  812. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  813. {
  814. PlayerSettings & s = si->playerInfos[player];
  815. if(s.hero == HeroTypeID::NONE &&
  816. !getPlayerInfo(player).heroesNames.size() &&
  817. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  818. return;
  819. if(id > PlayerStartingBonus::RESOURCE)
  820. return;
  821. if(id < PlayerStartingBonus::RANDOM)
  822. return;
  823. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  824. return;
  825. s.bonus = id;
  826. }
  827. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  828. {
  829. if (!ID.hasValue())
  830. return false;
  831. if (ID.getNum() >= LIBRARY->heroh->size())
  832. return false;
  833. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  834. return false;
  835. if (vstd::contains(getUsedHeroes(), ID))
  836. return false;
  837. if (!mi->mapHeader->allowedHeroes.count(ID))
  838. return false;
  839. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  840. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  841. return false;
  842. return true;
  843. }
  844. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  845. {
  846. std::vector<HeroTypeID> heroIds;
  847. for(const auto & p : si->playerInfos)
  848. {
  849. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  850. for(const auto & hero : heroes)
  851. if(hero.heroId.hasValue())
  852. heroIds.push_back(hero.heroId);
  853. if(p.second.hero != HeroTypeID::RANDOM)
  854. heroIds.push_back(p.second.hero);
  855. }
  856. return heroIds;
  857. }
  858. PlayerConnectionID CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  859. {
  860. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  861. {
  862. if(!si->getPlayersSettings(i->first))
  863. return i->first;
  864. }
  865. return PlayerConnectionID::PLAYER_AI;
  866. }
  867. void CVCMIServer::multiplayerWelcomeMessage()
  868. {
  869. int humanPlayer = 0;
  870. for (const auto & pi : si->playerInfos)
  871. if(pi.second.isControlledByHuman())
  872. humanPlayer++;
  873. if(humanPlayer < 2 || mi->mapHeader->battleOnly) // Singleplayer or Battle only mode
  874. return;
  875. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  876. for (const auto & pi : si->playerInfos)
  877. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  878. {
  879. MetaString str;
  880. str.appendTextID("vcmi.lobby.handicap");
  881. str.appendRawString(" ");
  882. str.appendName(pi.first);
  883. str.appendRawString(":");
  884. for(auto & res : LIBRARY->resourceTypeHandler->getAllObjects())
  885. if(pi.second.handicap.startBonus[res] != 0)
  886. {
  887. str.appendRawString(" ");
  888. str.appendName(res);
  889. str.appendRawString(":");
  890. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  891. }
  892. if(pi.second.handicap.percentIncome != 100)
  893. {
  894. str.appendRawString(" ");
  895. str.appendTextID("core.jktext.32");
  896. str.appendRawString(":");
  897. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  898. }
  899. if(pi.second.handicap.percentGrowth != 100)
  900. {
  901. str.appendRawString(" ");
  902. str.appendTextID("core.genrltxt.194");
  903. str.appendRawString(":");
  904. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  905. }
  906. gh->playerMessages->broadcastSystemMessage(str);
  907. }
  908. std::vector<std::string> optionIds;
  909. if(si->extraOptionsInfo.cheatsAllowed)
  910. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  911. if(si->extraOptionsInfo.unlimitedReplay)
  912. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  913. if(!optionIds.size()) // No settings to publish
  914. return;
  915. MetaString str;
  916. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  917. str.appendRawString(": ");
  918. for(int i = 0; i < optionIds.size(); i++)
  919. {
  920. str.appendTextID(optionIds[i]);
  921. if(i < optionIds.size() - 1)
  922. str.appendRawString(", ");
  923. }
  924. gh->playerMessages->broadcastSystemMessage(str);
  925. }
  926. INetworkHandler & CVCMIServer::getNetworkHandler()
  927. {
  928. return *networkHandler;
  929. }
  930. INetworkServer & CVCMIServer::getNetworkServer()
  931. {
  932. return *networkServer;
  933. }
  934. bool CVCMIServer::loadSavedGame(CGameHandler & handler, const StartInfo & info)
  935. {
  936. try
  937. {
  938. handler.load(info);
  939. }
  940. catch(const ModIncompatibility & e)
  941. {
  942. logGlobal->error("Failed to load game: %s", e.what());
  943. announceMessage(e.getFullErrorMsg());
  944. return false;
  945. }
  946. catch(const IdentifierResolutionException & e)
  947. {
  948. logGlobal->error("Failed to load game: %s", e.what());
  949. MetaString errorMsg;
  950. errorMsg.appendTextID("vcmi.server.errors.saveFile.unknownEntity");
  951. errorMsg.replaceRawString(e.identifierName);
  952. announceMessage(errorMsg);
  953. return false;
  954. }
  955. catch(const std::exception & e)
  956. {
  957. logGlobal->error("Failed to load game: %s", e.what());
  958. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  959. str.appendRawString(": ");
  960. str.appendRawString(e.what());
  961. announceMessage(str);
  962. return false;
  963. }
  964. return true;
  965. }
  966. bool CVCMIServer::isPlayerHost(const PlayerColor & color) const
  967. {
  968. return LobbyInfo::isPlayerHost(color);
  969. }
  970. bool CVCMIServer::hasPlayerAt(PlayerColor player, GameConnectionID connectionID) const
  971. {
  972. return vstd::contains(getAllClientPlayers(connectionID), player);
  973. }
  974. bool CVCMIServer::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  975. {
  976. for (const auto & c : activeConnections)
  977. if (hasPlayerAt(left, c->connectionID) && hasPlayerAt(right, c->connectionID))
  978. return true;
  979. return false;
  980. }
  981. void CVCMIServer::applyPack(CPackForClient & pack)
  982. {
  983. logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
  984. for (const auto & c : activeConnections)
  985. c->sendPack(pack);
  986. gh->gs->apply(pack);
  987. logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
  988. }
  989. void CVCMIServer::sendPack(CPackForClient & pack, GameConnectionID connectionID)
  990. {
  991. for (const auto & c : activeConnections)
  992. if (c->connectionID == connectionID)
  993. c->sendPack(pack);
  994. }