CServerHandler.cpp 26 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/NetPackVisitor.h"
  36. #include "../lib/StartInfo.h"
  37. #include "../lib/TurnTimerInfo.h"
  38. #include "../lib/VCMIDirs.h"
  39. #include "../lib/campaign/CampaignState.h"
  40. #include "../lib/mapping/CMapInfo.h"
  41. #include "../lib/mapObjects/MiscObjects.h"
  42. #include "../lib/modding/ModIncompatibility.h"
  43. #include "../lib/rmg/CMapGenOptions.h"
  44. #include "../lib/filesystem/Filesystem.h"
  45. #include "../lib/registerTypes/RegisterTypes.h"
  46. #include "../lib/serializer/Connection.h"
  47. #include "../lib/serializer/CMemorySerializer.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::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  80. T * ptr = static_cast<T *>(pack);
  81. ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
  82. logNetwork->trace("\tImmediately apply on lobby: %s", typeList.getTypeInfo(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", typeList.getTypeInfo(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::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
  259. CPackForLobby * pack = packsForLobbyScreen.front();
  260. packsForLobbyScreen.pop_front();
  261. CBaseForLobbyApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
  262. apply->applyOnLobbyScreen(static_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. void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
  360. {
  361. state = EClientState::LOBBY_CAMPAIGN;
  362. LobbySetCampaign lsc;
  363. lsc.ourCampaign = newCampaign;
  364. sendLobbyPack(lsc);
  365. }
  366. void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
  367. {
  368. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  369. return;
  370. LobbySetCampaignMap lscm;
  371. lscm.mapId = mapId;
  372. sendLobbyPack(lscm);
  373. }
  374. void CServerHandler::setCampaignBonus(int bonusId) const
  375. {
  376. if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
  377. return;
  378. LobbySetCampaignBonus lscb;
  379. lscb.bonusId = bonusId;
  380. sendLobbyPack(lscb);
  381. }
  382. void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
  383. {
  384. LobbySetMap lsm;
  385. lsm.mapInfo = to;
  386. lsm.mapGenOpts = mapGenOpts;
  387. sendLobbyPack(lsm);
  388. }
  389. void CServerHandler::setPlayer(PlayerColor color) const
  390. {
  391. LobbySetPlayer lsp;
  392. lsp.clickedColor = color;
  393. sendLobbyPack(lsp);
  394. }
  395. void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
  396. {
  397. LobbyChangePlayerOption lcpo;
  398. lcpo.what = what;
  399. lcpo.value = value;
  400. lcpo.color = player;
  401. sendLobbyPack(lcpo);
  402. }
  403. void CServerHandler::setDifficulty(int to) const
  404. {
  405. LobbySetDifficulty lsd;
  406. lsd.difficulty = to;
  407. sendLobbyPack(lsd);
  408. }
  409. void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
  410. {
  411. LobbySetTurnTime lstt;
  412. lstt.turnTimerInfo = info;
  413. sendLobbyPack(lstt);
  414. }
  415. void CServerHandler::sendMessage(const std::string & txt) const
  416. {
  417. std::istringstream readed;
  418. readed.str(txt);
  419. std::string command;
  420. readed >> command;
  421. if(command == "!passhost")
  422. {
  423. std::string id;
  424. readed >> id;
  425. if(id.length())
  426. {
  427. LobbyChangeHost lch;
  428. lch.newHostConnectionId = boost::lexical_cast<int>(id);
  429. sendLobbyPack(lch);
  430. }
  431. }
  432. else if(command == "!forcep")
  433. {
  434. std::string connectedId, playerColorId;
  435. readed >> connectedId;
  436. readed >> playerColorId;
  437. if(connectedId.length() && playerColorId.length())
  438. {
  439. ui8 connected = boost::lexical_cast<int>(connectedId);
  440. auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
  441. if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
  442. {
  443. LobbyForceSetPlayer lfsp;
  444. lfsp.targetConnectedPlayer = connected;
  445. lfsp.targetPlayerColor = color;
  446. sendLobbyPack(lfsp);
  447. }
  448. }
  449. }
  450. else
  451. {
  452. LobbyChatMessage lcm;
  453. lcm.message = txt;
  454. lcm.playerName = playerNames.find(myFirstId())->second.name;
  455. sendLobbyPack(lcm);
  456. }
  457. }
  458. void CServerHandler::sendGuiAction(ui8 action) const
  459. {
  460. LobbyGuiAction lga;
  461. lga.action = static_cast<LobbyGuiAction::EAction>(action);
  462. sendLobbyPack(lga);
  463. }
  464. void CServerHandler::sendRestartGame() const
  465. {
  466. LobbyEndGame endGame;
  467. endGame.closeConnection = false;
  468. endGame.restart = true;
  469. sendLobbyPack(endGame);
  470. }
  471. bool CServerHandler::validateGameStart(bool allowOnlyAI) const
  472. {
  473. try
  474. {
  475. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  476. }
  477. catch(ModIncompatibility & e)
  478. {
  479. logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
  480. auto errorMsg = CGI->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  481. errorMsg += e.what();
  482. showServerError(errorMsg);
  483. return false;
  484. }
  485. catch(std::exception & e)
  486. {
  487. logGlobal->error("Exception during startScenario: %s", e.what());
  488. showServerError( std::string("Unable to start map! Reason: ") + e.what());
  489. return false;
  490. }
  491. return true;
  492. }
  493. void CServerHandler::sendStartGame(bool allowOnlyAI) const
  494. {
  495. verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
  496. LobbyStartGame lsg;
  497. if(client)
  498. {
  499. lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
  500. lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
  501. lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
  502. * si = * lsg.initializedStartInfo;
  503. }
  504. sendLobbyPack(lsg);
  505. c->enterLobbyConnectionMode();
  506. c->disableStackSendingByID();
  507. }
  508. void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
  509. {
  510. mapToStart = to;
  511. }
  512. void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
  513. {
  514. setThreadName("startGameplay");
  515. if(CMM)
  516. CMM->disable();
  517. client = new CClient();
  518. switch(si->mode)
  519. {
  520. case StartInfo::NEW_GAME:
  521. client->newGame(gameState);
  522. break;
  523. case StartInfo::CAMPAIGN:
  524. client->newGame(gameState);
  525. break;
  526. case StartInfo::LOAD_GAME:
  527. client->loadGame(gameState);
  528. break;
  529. default:
  530. throw std::runtime_error("Invalid mode");
  531. }
  532. // After everything initialized we can accept CPackToClient netpacks
  533. c->enterGameplayConnectionMode(client->gameState());
  534. state = EClientState::GAMEPLAY;
  535. //store settings to continue game
  536. if(!isServerLocal() && isGuest())
  537. {
  538. Settings saveSession = settings.write["server"]["reconnect"];
  539. saveSession->Bool() = true;
  540. Settings saveUuid = settings.write["server"]["uuid"];
  541. saveUuid->String() = uuid;
  542. Settings saveNames = settings.write["server"]["names"];
  543. saveNames->Vector().clear();
  544. for(auto & name : myNames)
  545. {
  546. JsonNode jsonName;
  547. jsonName.String() = name;
  548. saveNames->Vector().push_back(jsonName);
  549. }
  550. }
  551. }
  552. void CServerHandler::endGameplay(bool closeConnection, bool restart)
  553. {
  554. client->endGame();
  555. vstd::clear_pointer(client);
  556. if(closeConnection)
  557. {
  558. // Game is ending
  559. // Tell the network thread to reach a stable state
  560. CSH->sendClientDisconnecting();
  561. logNetwork->info("Closed connection.");
  562. }
  563. if(!restart)
  564. {
  565. if(CMM)
  566. {
  567. GH.curInt = CMM.get();
  568. CMM->enable();
  569. }
  570. else
  571. {
  572. GH.curInt = CMainMenu::create().get();
  573. }
  574. }
  575. c->enterLobbyConnectionMode();
  576. c->disableStackSendingByID();
  577. //reset settings
  578. Settings saveSession = settings.write["server"]["reconnect"];
  579. saveSession->Bool() = false;
  580. }
  581. void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
  582. {
  583. std::shared_ptr<CampaignState> ourCampaign = cs;
  584. if (!cs)
  585. {
  586. ourCampaign = si->campState;
  587. calc->isCampaign = true;
  588. calc->parameters.clear();
  589. }
  590. calc->parameters.push_back(param);
  591. GH.dispatchMainThread([ourCampaign, this]()
  592. {
  593. CSH->campaignServerRestartLock.set(true);
  594. CSH->endGameplay();
  595. auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
  596. auto finisher = [=]()
  597. {
  598. if(ourCampaign->campaignSet != "")
  599. {
  600. Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
  601. entry->Bool() = true;
  602. }
  603. GH.windows().pushWindow(CMM);
  604. GH.windows().pushWindow(CMM->menu);
  605. if(!ourCampaign->isCampaignFinished())
  606. CMM->openCampaignLobby(ourCampaign);
  607. else
  608. {
  609. CMM->openCampaignScreen(ourCampaign->campaignSet);
  610. GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *calc);
  611. }
  612. };
  613. if(epilogue.hasPrologEpilog)
  614. {
  615. GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
  616. }
  617. else
  618. {
  619. CSH->campaignServerRestartLock.waitUntil(false);
  620. finisher();
  621. }
  622. });
  623. }
  624. void CServerHandler::showServerError(const std::string & txt) const
  625. {
  626. CInfoWindow::showInfoDialog(txt, {});
  627. }
  628. int CServerHandler::howManyPlayerInterfaces()
  629. {
  630. int playerInts = 0;
  631. for(auto pint : client->playerint)
  632. {
  633. if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
  634. playerInts++;
  635. }
  636. return playerInts;
  637. }
  638. ui8 CServerHandler::getLoadMode()
  639. {
  640. if(loadMode != ELoadMode::TUTORIAL && state == EClientState::GAMEPLAY)
  641. {
  642. if(si->campState)
  643. return ELoadMode::CAMPAIGN;
  644. for(auto pn : playerNames)
  645. {
  646. if(pn.second.connection != c->connectionID)
  647. return ELoadMode::MULTI;
  648. }
  649. if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
  650. return ELoadMode::MULTI;
  651. return ELoadMode::SINGLE;
  652. }
  653. return loadMode;
  654. }
  655. void CServerHandler::restoreLastSession()
  656. {
  657. auto loadSession = [this]()
  658. {
  659. uuid = settings["server"]["uuid"].String();
  660. for(auto & name : settings["server"]["names"].Vector())
  661. myNames.push_back(name.String());
  662. resetStateForLobby(StartInfo::LOAD_GAME, &myNames);
  663. screenType = ESelectionScreen::loadGame;
  664. justConnectToServer(settings["server"]["server"].String(), settings["server"]["port"].Integer());
  665. };
  666. auto cleanUpSession = []()
  667. {
  668. //reset settings
  669. Settings saveSession = settings.write["server"]["reconnect"];
  670. saveSession->Bool() = false;
  671. };
  672. CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
  673. }
  674. void CServerHandler::debugStartTest(std::string filename, bool save)
  675. {
  676. logGlobal->info("Starting debug test with file: %s", filename);
  677. auto mapInfo = std::make_shared<CMapInfo>();
  678. if(save)
  679. {
  680. resetStateForLobby(StartInfo::LOAD_GAME);
  681. mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
  682. screenType = ESelectionScreen::loadGame;
  683. }
  684. else
  685. {
  686. resetStateForLobby(StartInfo::NEW_GAME);
  687. mapInfo->mapInit(filename);
  688. screenType = ESelectionScreen::newGame;
  689. }
  690. if(settings["session"]["donotstartserver"].Bool())
  691. justConnectToServer(localhostAddress, 3030);
  692. else
  693. startLocalServerAndConnect();
  694. boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
  695. while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
  696. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  697. while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
  698. {
  699. setMapInfo(mapInfo);
  700. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  701. }
  702. // "Click" on color to remove us from it
  703. setPlayer(myFirstColor());
  704. while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
  705. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  706. while(true)
  707. {
  708. try
  709. {
  710. sendStartGame();
  711. break;
  712. }
  713. catch(...)
  714. {
  715. }
  716. boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
  717. }
  718. }
  719. class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  720. {
  721. private:
  722. CServerHandler & handler;
  723. public:
  724. ServerHandlerCPackVisitor(CServerHandler & handler)
  725. :handler(handler)
  726. {
  727. }
  728. virtual bool callTyped() override { return false; }
  729. virtual void visitForLobby(CPackForLobby & lobbyPack) override
  730. {
  731. handler.visitForLobby(lobbyPack);
  732. }
  733. virtual void visitForClient(CPackForClient & clientPack) override
  734. {
  735. handler.visitForClient(clientPack);
  736. }
  737. };
  738. void CServerHandler::threadHandleConnection()
  739. {
  740. setThreadName("handleConnection");
  741. c->enterLobbyConnectionMode();
  742. try
  743. {
  744. sendClientConnecting();
  745. while(c->connected)
  746. {
  747. while(state == EClientState::STARTING)
  748. boost::this_thread::sleep_for(boost::chrono::milliseconds(10));
  749. CPack * pack = c->retrievePack();
  750. if(state == EClientState::DISCONNECTING)
  751. {
  752. // FIXME: server shouldn't really send netpacks after it's tells client to disconnect
  753. // Though currently they'll be delivered and might cause crash.
  754. vstd::clear_pointer(pack);
  755. }
  756. else
  757. {
  758. ServerHandlerCPackVisitor visitor(*this);
  759. pack->visit(visitor);
  760. }
  761. }
  762. }
  763. //catch only asio exceptions
  764. catch(const boost::system::system_error & e)
  765. {
  766. if(state == EClientState::DISCONNECTING)
  767. {
  768. logNetwork->info("Successfully closed connection to server, ending listening thread!");
  769. }
  770. else
  771. {
  772. if (e.code() == boost::asio::error::eof)
  773. logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
  774. else
  775. logNetwork->error("Lost connection to server, ending listening thread! Reason: %s", e.what());
  776. if(client)
  777. {
  778. state = EClientState::DISCONNECTING;
  779. GH.dispatchMainThread([]()
  780. {
  781. CSH->endGameplay();
  782. GH.defActionsDef = 63;
  783. CMM->menu->switchToTab("main");
  784. });
  785. }
  786. else
  787. {
  788. auto lcd = new LobbyClientDisconnected();
  789. lcd->clientId = c->connectionID;
  790. boost::unique_lock<boost::recursive_mutex> lock(*mx);
  791. packsForLobbyScreen.push_back(lcd);
  792. }
  793. }
  794. }
  795. }
  796. void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
  797. {
  798. if(applier->getApplier(typeList.getTypeID(&lobbyPack))->applyOnLobbyHandler(this, &lobbyPack))
  799. {
  800. if(!settings["session"]["headless"].Bool())
  801. {
  802. boost::unique_lock<boost::recursive_mutex> lock(*mx);
  803. packsForLobbyScreen.push_back(&lobbyPack);
  804. }
  805. }
  806. }
  807. void CServerHandler::visitForClient(CPackForClient & clientPack)
  808. {
  809. client->handlePack(&clientPack);
  810. }
  811. void CServerHandler::threadRunServer()
  812. {
  813. #if !defined(VCMI_MOBILE)
  814. setThreadName("runServer");
  815. const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
  816. std::string comm = VCMIDirs::get().serverPath().string()
  817. + " --port=" + std::to_string(getHostPort())
  818. + " --run-by-client"
  819. + " --uuid=" + uuid;
  820. if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
  821. {
  822. comm += " --lobby=" + settings["session"]["address"].String();
  823. comm += " --connections=" + settings["session"]["hostConnections"].String();
  824. comm += " --lobby-port=" + std::to_string(settings["session"]["port"].Integer());
  825. comm += " --lobby-uuid=" + settings["session"]["hostUuid"].String();
  826. }
  827. comm += " > \"" + logName + '\"';
  828. logGlobal->info("Server command line: %s", comm);
  829. #ifdef VCMI_WINDOWS
  830. int result = -1;
  831. const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
  832. if(bufSize > 0)
  833. {
  834. std::wstring wComm(bufSize, {});
  835. const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
  836. if(convertResult > 0)
  837. result = ::_wsystem(wComm.c_str());
  838. else
  839. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
  840. }
  841. else
  842. logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
  843. #else
  844. int result = std::system(comm.c_str());
  845. #endif
  846. if (result == 0)
  847. {
  848. logNetwork->info("Server closed correctly");
  849. }
  850. else
  851. {
  852. logNetwork->error("Error: server failed to close correctly or crashed!");
  853. logNetwork->error("Check %s for more info", logName);
  854. }
  855. onServerFinished();
  856. #endif
  857. }
  858. void CServerHandler::onServerFinished()
  859. {
  860. threadRunLocalServer.reset();
  861. CSH->campaignServerRestartLock.setn(false);
  862. }
  863. void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
  864. {
  865. if(state != EClientState::STARTING)
  866. c->sendPack(&pack);
  867. }