CVCMIServer.cpp 26 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/mapping/CCampaignHandler.h"
  14. #include "../lib/CThreadHelper.h"
  15. #include "../lib/serializer/Connection.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CGeneralTextHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/CTownHandler.h"
  21. #include "../lib/CBuildingHandler.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/CCreatureHandler.h"
  24. #include "zlib.h"
  25. #include "CVCMIServer.h"
  26. #include "../lib/StartInfo.h"
  27. #include "../lib/mapping/CMap.h"
  28. #include "../lib/rmg/CMapGenOptions.h"
  29. #ifdef VCMI_ANDROID
  30. #include "lib/CAndroidVMHelper.h"
  31. #else
  32. #include "../lib/Interprocess.h"
  33. #endif
  34. #include "../lib/VCMI_Lib.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "CGameHandler.h"
  37. #include "../lib/mapping/CMapInfo.h"
  38. #include "../lib/GameConstants.h"
  39. #include "../lib/logging/CBasicLogConfigurator.h"
  40. #include "../lib/CConfigHandler.h"
  41. #include "../lib/ScopeGuard.h"
  42. #include "../lib/serializer/CMemorySerializer.h"
  43. #include "../lib/serializer/Cast.h"
  44. #include "../lib/UnlockGuard.h"
  45. // for applier
  46. #include "../lib/registerTypes/RegisterTypes.h"
  47. // UUID generation
  48. #include <boost/uuid/uuid.hpp>
  49. #include <boost/uuid/uuid_io.hpp>
  50. #include <boost/uuid/uuid_generators.hpp>
  51. #include "../lib/CGameState.h"
  52. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  53. #include <execinfo.h>
  54. #endif
  55. template<typename T> class CApplyOnServer;
  56. class CBaseForServerApply
  57. {
  58. public:
  59. virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
  60. virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
  61. virtual ~CBaseForServerApply() {}
  62. template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
  63. {
  64. return new CApplyOnServer<U>();
  65. }
  66. };
  67. template <typename T> class CApplyOnServer : public CBaseForServerApply
  68. {
  69. public:
  70. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  71. {
  72. T * ptr = static_cast<T *>(pack);
  73. if(ptr->checkClientPermissions(srv))
  74. {
  75. boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
  76. return ptr->applyOnServer(srv);
  77. }
  78. else
  79. return false;
  80. }
  81. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  82. {
  83. T * ptr = static_cast<T *>(pack);
  84. ptr->applyOnServerAfterAnnounce(srv);
  85. }
  86. };
  87. template <>
  88. class CApplyOnServer<CPack> : public CBaseForServerApply
  89. {
  90. public:
  91. bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
  92. {
  93. logGlobal->error("Cannot apply plain CPack!");
  94. assert(0);
  95. return false;
  96. }
  97. void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
  98. {
  99. logGlobal->error("Cannot apply plain CPack!");
  100. assert(0);
  101. }
  102. };
  103. std::string NAME_AFFIX = "server";
  104. std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')';
  105. CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
  106. : port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
  107. {
  108. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  109. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  110. applier = std::make_shared<CApplier<CBaseForServerApply>>();
  111. registerTypesLobbyPacks(*applier);
  112. if(cmdLineOptions.count("port"))
  113. port = cmdLineOptions["port"].as<ui16>();
  114. logNetwork->info("Port %d will be used", port);
  115. try
  116. {
  117. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
  118. }
  119. catch(...)
  120. {
  121. logNetwork->info("Port %d is busy, trying to use random port instead", port);
  122. if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
  123. {
  124. logNetwork->error("Cant pass port number to client without shared memory!", port);
  125. exit(0);
  126. }
  127. acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
  128. port = acceptor->local_endpoint().port();
  129. }
  130. logNetwork->info("Listening for connections at port %d", port);
  131. }
  132. CVCMIServer::~CVCMIServer()
  133. {
  134. announceQueue.clear();
  135. if(announceLobbyThread)
  136. announceLobbyThread->join();
  137. }
  138. void CVCMIServer::run()
  139. {
  140. if(!restartGameplay)
  141. {
  142. this->announceLobbyThread = vstd::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
  143. #ifndef VCMI_ANDROID
  144. if(cmdLineOptions.count("enable-shm"))
  145. {
  146. std::string sharedMemoryName = "vcmi_memory";
  147. if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
  148. {
  149. sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
  150. }
  151. shm = std::make_shared<SharedMemory>(sharedMemoryName);
  152. }
  153. #endif
  154. startAsyncAccept();
  155. #ifndef VCMI_ANDROID
  156. if(shm)
  157. {
  158. shm->sr->setToReadyAndNotify(port);
  159. }
  160. #else
  161. CAndroidVMHelper vmHelper;
  162. vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
  163. #endif
  164. }
  165. while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
  166. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  167. logNetwork->info("Thread handling connections ended");
  168. if(state == EServerState::GAMEPLAY)
  169. {
  170. gh->run(si->mode == StartInfo::LOAD_GAME);
  171. }
  172. while(state == EServerState::GAMEPLAY_ENDED)
  173. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  174. }
  175. void CVCMIServer::threadAnnounceLobby()
  176. {
  177. while(state != EServerState::SHUTDOWN)
  178. {
  179. {
  180. boost::unique_lock<boost::recursive_mutex> myLock(mx);
  181. while(!announceQueue.empty())
  182. {
  183. announcePack(std::move(announceQueue.front()));
  184. announceQueue.pop_front();
  185. }
  186. if(state != EServerState::LOBBY)
  187. {
  188. if(acceptor)
  189. acceptor->close();
  190. }
  191. if(acceptor)
  192. {
  193. io->reset();
  194. io->poll();
  195. }
  196. }
  197. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  198. }
  199. }
  200. void CVCMIServer::prepareToStartGame()
  201. {
  202. if(state == EServerState::GAMEPLAY)
  203. {
  204. restartGameplay = true;
  205. * si = * gh->gs->initialOpts;
  206. si->seedToBeUsed = si->seedPostInit = 0;
  207. state = EServerState::LOBBY;
  208. // FIXME: dirry hack to make sure old CGameHandler::run is finished
  209. boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
  210. }
  211. state = EServerState::GAMEPLAY_STARTING;
  212. gh = std::make_shared<CGameHandler>(this);
  213. switch(si->mode)
  214. {
  215. case StartInfo::CAMPAIGN:
  216. logNetwork->info("Preparing to start new campaign");
  217. si->campState->currentMap = boost::make_optional(campaignMap);
  218. si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
  219. gh->init(si.get());
  220. break;
  221. case StartInfo::NEW_GAME:
  222. logNetwork->info("Preparing to start new game");
  223. gh->init(si.get());
  224. break;
  225. case StartInfo::LOAD_GAME:
  226. logNetwork->info("Preparing to start loaded game");
  227. gh->load(si->mapname);
  228. break;
  229. default:
  230. logNetwork->error("Wrong mode in StartInfo!");
  231. assert(0);
  232. break;
  233. }
  234. }
  235. void CVCMIServer::startGameImmidiately()
  236. {
  237. for(auto c : connections)
  238. c->enterGameplayConnectionMode(gh->gs);
  239. state = EServerState::GAMEPLAY;
  240. }
  241. void CVCMIServer::startAsyncAccept()
  242. {
  243. assert(!upcomingConnection);
  244. assert(acceptor);
  245. #if BOOST_VERSION >= 107000 // Boost version >= 1.70
  246. upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
  247. #else
  248. upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
  249. #endif
  250. acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
  251. }
  252. void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
  253. {
  254. if(ec)
  255. {
  256. if(state != EServerState::SHUTDOWN)
  257. logNetwork->info("Something wrong during accepting: %s", ec.message());
  258. return;
  259. }
  260. try
  261. {
  262. logNetwork->info("We got a new connection! :)");
  263. auto c = std::make_shared<CConnection>(upcomingConnection, NAME, uuid);
  264. upcomingConnection.reset();
  265. connections.insert(c);
  266. c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
  267. }
  268. catch(std::exception & e)
  269. {
  270. logNetwork->error("Failure processing new connection! %s", e.what());
  271. upcomingConnection.reset();
  272. }
  273. startAsyncAccept();
  274. }
  275. void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
  276. {
  277. setThreadName("CVCMIServer::handleConnection");
  278. c->enterLobbyConnectionMode();
  279. try
  280. {
  281. while(c->connected)
  282. {
  283. CPack * pack = c->retrievePack();
  284. if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
  285. {
  286. handleReceivedPack(std::unique_ptr<CPackForLobby>(lobbyPack));
  287. }
  288. else if(auto serverPack = dynamic_ptr_cast<CPackForServer>(pack))
  289. {
  290. gh->handleReceivedPack(serverPack);
  291. }
  292. }
  293. }
  294. catch(boost::system::system_error & e)
  295. {
  296. (void)e;
  297. if(state != EServerState::LOBBY)
  298. gh->handleClientDisconnection(c);
  299. }
  300. /*
  301. catch(const std::exception & e)
  302. {
  303. (void)e;
  304. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  305. logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what());
  306. }
  307. catch(...)
  308. {
  309. state = EServerState::SHUTDOWN;
  310. handleException();
  311. throw;
  312. }*/
  313. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  314. // if(state != ENDING_AND_STARTING_GAME)
  315. if(c->connected)
  316. {
  317. auto lcd = vstd::make_unique<LobbyClientDisconnected>();
  318. lcd->c = c;
  319. lcd->clientId = c->connectionID;
  320. handleReceivedPack(std::move(lcd));
  321. }
  322. logNetwork->info("Thread listening for %s ended", c->toString());
  323. c->handler.reset();
  324. }
  325. void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
  326. {
  327. CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
  328. if(apply->applyOnServerBefore(this, pack.get()))
  329. addToAnnounceQueue(std::move(pack));
  330. }
  331. void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
  332. {
  333. for(auto c : connections)
  334. {
  335. // FIXME: we need to avoid senting something to client that not yet get answer for LobbyClientConnected
  336. // Until UUID set we only pass LobbyClientConnected to this client
  337. if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  338. continue;
  339. c->sendPack(pack.get());
  340. }
  341. applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
  342. }
  343. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  344. {
  345. logNetwork->info("%s says: %s", playerName, txt);
  346. auto cm = vstd::make_unique<LobbyChatMessage>();
  347. cm->playerName = playerName;
  348. cm->message = txt;
  349. addToAnnounceQueue(std::move(cm));
  350. }
  351. void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
  352. {
  353. boost::unique_lock<boost::recursive_mutex> queueLock(mx);
  354. announceQueue.push_back(std::move(pack));
  355. }
  356. bool CVCMIServer::passHost(int toConnectionId)
  357. {
  358. for(auto c : connections)
  359. {
  360. if(isClientHost(c->connectionID))
  361. continue;
  362. if(c->connectionID != toConnectionId)
  363. continue;
  364. hostClient = c;
  365. hostClientId = c->connectionID;
  366. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  367. return true;
  368. }
  369. return false;
  370. }
  371. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
  372. {
  373. c->connectionID = currentClientId++;
  374. if(!hostClient)
  375. {
  376. hostClient = c;
  377. hostClientId = c->connectionID;
  378. si->mode = mode;
  379. }
  380. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  381. for(auto & name : names)
  382. {
  383. logNetwork->info("Client %d player: %s", c->connectionID, name);
  384. ui8 id = currentPlayerId++;
  385. ClientPlayer cp;
  386. cp.connection = c->connectionID;
  387. cp.name = name;
  388. playerNames.insert(std::make_pair(id, cp));
  389. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  390. //put new player in first slot with AI
  391. for(auto & elem : si->playerInfos)
  392. {
  393. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  394. {
  395. setPlayerConnectedId(elem.second, id);
  396. break;
  397. }
  398. }
  399. }
  400. }
  401. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
  402. {
  403. connections -= c;
  404. for(auto it = playerNames.begin(); it != playerNames.end();)
  405. {
  406. if(it->second.connection != c->connectionID)
  407. {
  408. it++;
  409. continue;
  410. }
  411. int id = it->first;
  412. announceTxt(boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID));
  413. playerNames.erase(it++);
  414. // Reset in-game players client used back to AI
  415. if(PlayerSettings * s = si->getPlayersSettings(id))
  416. {
  417. setPlayerConnectedId(*s, PlayerSettings::PLAYER_AI);
  418. }
  419. }
  420. }
  421. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  422. {
  423. if(vstd::contains(playerNames, player))
  424. pset.name = playerNames.find(player)->second.name;
  425. else
  426. pset.name = VLC->generaltexth->allTexts[468]; //Computer
  427. pset.connectedPlayerIDs.clear();
  428. if(player != PlayerSettings::PLAYER_AI)
  429. pset.connectedPlayerIDs.insert(player);
  430. }
  431. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  432. {
  433. mi = mapInfo;
  434. if(!mi)
  435. return;
  436. auto namesIt = playerNames.cbegin();
  437. si->playerInfos.clear();
  438. if(mi->scenarioOptionsOfSave)
  439. {
  440. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  441. si->mode = StartInfo::LOAD_GAME;
  442. if(si->campState)
  443. campaignMap = si->campState->currentMap.get();
  444. for(auto & ps : si->playerInfos)
  445. {
  446. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  447. {
  448. setPlayerConnectedId(ps.second, namesIt++->first);
  449. }
  450. else
  451. {
  452. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  453. }
  454. }
  455. }
  456. else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
  457. {
  458. if(mi->campaignHeader)
  459. return;
  460. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  461. {
  462. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  463. //neither computer nor human can play - no player
  464. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  465. continue;
  466. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  467. pset.color = PlayerColor(i);
  468. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  469. {
  470. setPlayerConnectedId(pset, namesIt++->first);
  471. }
  472. else
  473. {
  474. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  475. if(!pinfo.canHumanPlay)
  476. {
  477. pset.compOnly = true;
  478. }
  479. }
  480. pset.castle = pinfo.defaultCastle();
  481. pset.hero = pinfo.defaultHero();
  482. if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
  483. {
  484. pset.hero = pinfo.mainCustomHeroId;
  485. pset.heroName = pinfo.mainCustomHeroName;
  486. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  487. }
  488. pset.handicap = PlayerSettings::NO_HANDICAP;
  489. }
  490. if(mi->isRandomMap && mapGenOpts)
  491. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  492. else
  493. si->mapGenOptions.reset();
  494. }
  495. si->mapname = mi->fileURI;
  496. }
  497. void CVCMIServer::updateAndPropagateLobbyState()
  498. {
  499. boost::unique_lock<boost::mutex> stateLock(stateMutex);
  500. // Update player settings for RMG
  501. // TODO: find appropriate location for this code
  502. if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
  503. {
  504. for(const auto & psetPair : si->playerInfos)
  505. {
  506. const auto & pset = psetPair.second;
  507. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  508. if(pset.isControlledByHuman())
  509. {
  510. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  511. }
  512. }
  513. }
  514. auto lus = vstd::make_unique<LobbyUpdateState>();
  515. lus->state = *this;
  516. addToAnnounceQueue(std::move(lus));
  517. }
  518. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  519. {
  520. struct PlayerToRestore
  521. {
  522. PlayerColor color;
  523. int id;
  524. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  525. PlayerToRestore(){ reset(); }
  526. } playerToRestore;
  527. PlayerSettings & clicked = si->playerInfos[clickedColor];
  528. //identify clicked player
  529. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  530. if(clicked.isControlledByHuman())
  531. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
  532. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  533. {
  534. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  535. setPlayerConnectedId(restPos, playerToRestore.id);
  536. playerToRestore.reset();
  537. }
  538. int newPlayer; //which player will take clicked position
  539. //who will be put here?
  540. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  541. {
  542. newPlayer = getIdOfFirstUnallocatedPlayer();
  543. if(!newPlayer) //no "free" player -> get just first one
  544. newPlayer = playerNames.begin()->first;
  545. }
  546. else //human clicked -> take next
  547. {
  548. auto i = playerNames.find(clickedNameID); //clicked one
  549. i++; //player AFTER clicked one
  550. if(i != playerNames.end())
  551. newPlayer = i->first;
  552. else
  553. newPlayer = 0; //AI if we scrolled through all players
  554. }
  555. setPlayerConnectedId(clicked, newPlayer); //put player
  556. //if that player was somewhere else, we need to replace him with computer
  557. if(newPlayer) //not AI
  558. {
  559. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  560. {
  561. int curNameID = *(i->second.connectedPlayerIDs.begin());
  562. if(i->first != clickedColor && curNameID == newPlayer)
  563. {
  564. assert(i->second.connectedPlayerIDs.size());
  565. playerToRestore.color = i->first;
  566. playerToRestore.id = newPlayer;
  567. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  568. break;
  569. }
  570. }
  571. }
  572. }
  573. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  574. {
  575. PlayerSettings & s = si->playerInfos[player];
  576. si16 & cur = s.castle;
  577. auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
  578. const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
  579. if(cur == PlayerSettings::NONE) //no change
  580. return;
  581. if(cur == PlayerSettings::RANDOM) //first/last available
  582. {
  583. if(dir > 0)
  584. cur = *allowed.begin(); //id of first town
  585. else
  586. cur = *allowed.rbegin(); //id of last town
  587. }
  588. else // next/previous available
  589. {
  590. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  591. {
  592. if(allowRandomTown)
  593. {
  594. cur = PlayerSettings::RANDOM;
  595. }
  596. else
  597. {
  598. if(dir > 0)
  599. cur = *allowed.begin();
  600. else
  601. cur = *allowed.rbegin();
  602. }
  603. }
  604. else
  605. {
  606. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  607. auto iter = allowed.find((ui8)cur);
  608. std::advance(iter, dir);
  609. cur = *iter;
  610. }
  611. }
  612. if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  613. {
  614. s.hero = PlayerSettings::RANDOM;
  615. }
  616. if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
  617. s.bonus = PlayerSettings::RANDOM;
  618. }
  619. void CVCMIServer::setCampaignMap(int mapId)
  620. {
  621. campaignMap = mapId;
  622. si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
  623. campaignBonus = -1;
  624. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  625. }
  626. void CVCMIServer::setCampaignBonus(int bonusId)
  627. {
  628. campaignBonus = bonusId;
  629. const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
  630. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  631. if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
  632. {
  633. for(auto & elem : si->playerInfos)
  634. {
  635. if(elem.first == PlayerColor(bonDescs[bonusId].info1))
  636. setPlayerConnectedId(elem.second, 1);
  637. else
  638. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  639. }
  640. }
  641. }
  642. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  643. {
  644. PlayerSettings & s = si->playerInfos[player];
  645. if(s.castle < 0 || s.hero == PlayerSettings::NONE)
  646. return;
  647. if(s.hero == PlayerSettings::RANDOM) // first/last available
  648. {
  649. int max = static_cast<int>(VLC->heroh->size()),
  650. min = 0;
  651. s.hero = nextAllowedHero(player, min, max, 0, dir);
  652. }
  653. else
  654. {
  655. if(dir > 0)
  656. s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
  657. else
  658. s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
  659. }
  660. }
  661. int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
  662. {
  663. if(dir > 0)
  664. {
  665. for(int i = min + incl; i <= max - incl; i++)
  666. if(canUseThisHero(player, i))
  667. return i;
  668. }
  669. else
  670. {
  671. for(int i = max - incl; i >= min + incl; i--)
  672. if(canUseThisHero(player, i))
  673. return i;
  674. }
  675. return -1;
  676. }
  677. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  678. {
  679. PlayerSettings & s = si->playerInfos[player];
  680. PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
  681. if(s.hero == PlayerSettings::NONE &&
  682. !getPlayerInfo(player.getNum()).heroesNames.size() &&
  683. ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
  684. {
  685. if(dir < 0)
  686. ret = PlayerSettings::RANDOM;
  687. else
  688. ret = PlayerSettings::GOLD;
  689. }
  690. if(ret > PlayerSettings::RESOURCE)
  691. ret = PlayerSettings::RANDOM;
  692. if(ret < PlayerSettings::RANDOM)
  693. ret = PlayerSettings::RESOURCE;
  694. if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
  695. {
  696. if(dir < 0)
  697. ret = PlayerSettings::GOLD;
  698. else
  699. ret = PlayerSettings::RANDOM;
  700. }
  701. }
  702. bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
  703. {
  704. return VLC->heroh->size() > ID
  705. && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
  706. && !vstd::contains(getUsedHeroes(), ID)
  707. && mi->mapHeader->allowedHeroes[ID];
  708. }
  709. std::vector<int> CVCMIServer::getUsedHeroes()
  710. {
  711. std::vector<int> heroIds;
  712. for(auto & p : si->playerInfos)
  713. {
  714. const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
  715. for(auto & hero : heroes)
  716. if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
  717. heroIds.push_back(hero.heroId);
  718. if(p.second.hero != PlayerSettings::RANDOM)
  719. heroIds.push_back(p.second.hero);
  720. }
  721. return heroIds;
  722. }
  723. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  724. {
  725. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  726. {
  727. if(!si->getPlayersSettings(i->first))
  728. return i->first;
  729. }
  730. return 0;
  731. }
  732. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  733. void handleLinuxSignal(int sig)
  734. {
  735. const int STACKTRACE_SIZE = 100;
  736. void * buffer[STACKTRACE_SIZE];
  737. int ptrCount = backtrace(buffer, STACKTRACE_SIZE);
  738. char * * strings;
  739. logGlobal->error("Error: signal %d :", sig);
  740. strings = backtrace_symbols(buffer, ptrCount);
  741. if(strings == nullptr)
  742. {
  743. logGlobal->error("There are no symbols.");
  744. }
  745. else
  746. {
  747. for(int i = 0; i < ptrCount; ++i)
  748. {
  749. logGlobal->error(strings[i]);
  750. }
  751. free(strings);
  752. }
  753. _exit(EXIT_FAILURE);
  754. }
  755. #endif
  756. static void handleCommandOptions(int argc, char * argv[], boost::program_options::variables_map & options)
  757. {
  758. namespace po = boost::program_options;
  759. po::options_description opts("Allowed options");
  760. opts.add_options()
  761. ("help,h", "display help and exit")
  762. ("version,v", "display version information and exit")
  763. ("run-by-client", "indicate that server launched by client on same machine")
  764. ("uuid", po::value<std::string>(), "")
  765. ("enable-shm-uuid", "use UUID for shared memory identifier")
  766. ("enable-shm", "enable usage of shared memory")
  767. ("port", po::value<ui16>(), "port at which server will listen to connections from client");
  768. if(argc > 1)
  769. {
  770. try
  771. {
  772. po::store(po::parse_command_line(argc, argv, opts), options);
  773. }
  774. catch(std::exception & e)
  775. {
  776. std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
  777. }
  778. }
  779. po::notify(options);
  780. if(options.count("help"))
  781. {
  782. auto time = std::time(0);
  783. printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
  784. printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
  785. printf("This is free software; see the source for copying conditions. There is NO\n");
  786. printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
  787. printf("\n");
  788. std::cout << opts;
  789. exit(0);
  790. }
  791. if(options.count("version"))
  792. {
  793. printf("%s\n", GameConstants::VCMI_VERSION.c_str());
  794. std::cout << VCMIDirs::get().genHelpString();
  795. exit(0);
  796. }
  797. }
  798. int main(int argc, char * argv[])
  799. {
  800. #ifndef VCMI_ANDROID
  801. // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
  802. boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
  803. #endif
  804. // Installs a sig sev segmentation violation handler
  805. // to log stacktrace
  806. #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
  807. signal(SIGSEGV, handleLinuxSignal);
  808. #endif
  809. console = new CConsoleHandler();
  810. CBasicLogConfigurator logConfig(VCMIDirs::get().userCachePath() / "VCMI_Server_log.txt", console);
  811. logConfig.configureDefault();
  812. logGlobal->info(NAME);
  813. boost::program_options::variables_map opts;
  814. handleCommandOptions(argc, argv, opts);
  815. preinitDLL(console);
  816. settings.init();
  817. logConfig.configure();
  818. loadDLLClasses();
  819. srand((ui32)time(nullptr));
  820. try
  821. {
  822. boost::asio::io_service io_service;
  823. CVCMIServer server(opts);
  824. try
  825. {
  826. while(server.state != EServerState::SHUTDOWN)
  827. {
  828. server.run();
  829. }
  830. io_service.run();
  831. }
  832. catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
  833. {
  834. logNetwork->error(e.what());
  835. server.state = EServerState::SHUTDOWN;
  836. }
  837. catch(...)
  838. {
  839. handleException();
  840. }
  841. }
  842. catch(boost::system::system_error & e)
  843. {
  844. logNetwork->error(e.what());
  845. //catch any startup errors (e.g. can't access port) errors
  846. //and return non-zero status so client can detect error
  847. throw;
  848. }
  849. #ifdef VCMI_ANDROID
  850. CAndroidVMHelper envHelper;
  851. envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
  852. #endif
  853. logConfig.deconfigure();
  854. vstd::clear_pointer(VLC);
  855. return 0;
  856. }
  857. #ifdef VCMI_ANDROID
  858. void CVCMIServer::create()
  859. {
  860. const char * foo[1] = {"android-server"};
  861. main(1, const_cast<char **>(foo));
  862. }
  863. #endif