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							- /*
 
-  * CVCMIServer.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CVCMIServer.h"
 
- #include "CGameHandler.h"
 
- #include "GlobalLobbyProcessor.h"
 
- #include "LobbyNetPackVisitors.h"
 
- #include "processors/PlayerMessageProcessor.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
 
- #include "../lib/serializer/CMemorySerializer.h"
 
- #include "../lib/serializer/Connection.h"
 
- #include "../lib/texts/CGeneralTextHandler.h"
 
- // UUID generation
 
- #include <boost/uuid/uuid.hpp>
 
- #include <boost/uuid/uuid_io.hpp>
 
- #include <boost/uuid/uuid_generators.hpp>
 
- #include <boost/program_options.hpp>
 
- template<typename T> class CApplyOnServer;
 
- class CBaseForServerApply
 
- {
 
- public:
 
- 	virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
 
- 	virtual void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const =0;
 
- 	virtual ~CBaseForServerApply() {}
 
- 	template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
 
- 	{
 
- 		return new CApplyOnServer<U>();
 
- 	}
 
- };
 
- template <typename T> class CApplyOnServer : public CBaseForServerApply
 
- {
 
- public:
 
- 	bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
 
- 	{
 
- 		T * ptr = static_cast<T *>(pack);
 
- 		ClientPermissionsCheckerNetPackVisitor checker(*srv);
 
- 		ptr->visit(checker);
 
- 		if(checker.getResult())
 
- 		{
 
- 			ApplyOnServerNetPackVisitor applier(*srv);
 
- 			ptr->visit(applier);
 
- 			return applier.getResult();
 
- 		}
 
- 		else
 
- 			return false;
 
- 	}
 
- 	void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
 
- 	{
 
- 		T * ptr = static_cast<T *>(pack);
 
- 		ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
 
- 		ptr->visit(applier);
 
- 	}
 
- };
 
- template <>
 
- class CApplyOnServer<CPack> : public CBaseForServerApply
 
- {
 
- public:
 
- 	bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
 
- 	{
 
- 		logGlobal->error("Cannot apply plain CPack!");
 
- 		assert(0);
 
- 		return false;
 
- 	}
 
- 	void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
 
- 	{
 
- 		logGlobal->error("Cannot apply plain CPack!");
 
- 		assert(0);
 
- 	}
 
- };
 
- class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
 
- {
 
- private:
 
- 	CVCMIServer & handler;
 
- 	std::shared_ptr<CGameHandler> gh;
 
- public:
 
- 	CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
 
- 			:handler(handler), gh(gh)
 
- 	{
 
- 	}
 
- 	bool callTyped() override { return false; }
 
- 	void visitForLobby(CPackForLobby & packForLobby) override
 
- 	{
 
- 		handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
 
- 	}
 
- 	void visitForServer(CPackForServer & serverPack) override
 
- 	{
 
- 		if (gh)
 
- 			gh->handleReceivedPack(&serverPack);
 
- 		else
 
- 			logNetwork->error("Received pack for game server while in lobby!");
 
- 	}
 
- 	void visitForClient(CPackForClient & clientPack) override
 
- 	{
 
- 	}
 
- };
 
- CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
 
- 	: currentClientId(1)
 
- 	, currentPlayerId(1)
 
- 	, port(port)
 
- 	, runByClient(runByClient)
 
- {
 
- 	uuid = boost::uuids::to_string(boost::uuids::random_generator()());
 
- 	logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
 
- 	applier = std::make_shared<CApplier<CBaseForServerApply>>();
 
- 	registerTypesLobbyPacks(*applier);
 
- 	networkHandler = INetworkHandler::createHandler();
 
- }
 
- CVCMIServer::~CVCMIServer() = default;
 
- uint16_t CVCMIServer::prepare(bool connectToLobby) {
 
- 	if(connectToLobby) {
 
- 		lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
 
- 		return 0;
 
- 	} else {
 
- 		return startAcceptingIncomingConnections();
 
- 	}
 
- }
 
- uint16_t CVCMIServer::startAcceptingIncomingConnections()
 
- {
 
- 	port
 
- 		? logNetwork->info("Port %d will be used", port)
 
- 		: logNetwork->info("Randomly assigned port will be used");
 
- 	// config port may be 0 => srvport will contain the OS-assigned port value
 
- 	networkServer = networkHandler->createServerTCP(*this);
 
- 	auto srvport = networkServer->start(port);
 
- 	logNetwork->info("Listening for connections at port %d", srvport);
 
- 	return srvport;
 
- }
 
- void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
 
- {
 
- 	if(getState() == EServerState::LOBBY)
 
- 	{
 
- 		activeConnections.push_back(std::make_shared<CConnection>(connection));
 
- 		activeConnections.back()->enterLobbyConnectionMode();
 
- 	}
 
- 	else
 
- 	{
 
- 		// TODO: reconnection support
 
- 		connection->close();
 
- 	}
 
- }
 
- void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
 
- {
 
- 	std::shared_ptr<CConnection> c = findConnection(connection);
 
- 	if (c == nullptr)
 
- 		throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
 
- 	auto pack = c->retrievePack(message);
 
- 	pack->c = c;
 
- 	CVCMIServerPackVisitor visitor(*this, this->gh);
 
- 	pack->visit(visitor);
 
- }
 
- void CVCMIServer::setState(EServerState value)
 
- {
 
- 	if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
 
- 		logGlobal->warn("Attempt to shutdown already shutdown server!");
 
- 	// do not attempt to restart dying server
 
- 	assert(state != EServerState::SHUTDOWN || state == value);
 
- 	state = value;
 
- 	if (state == EServerState::SHUTDOWN)
 
- 		networkHandler->stop();
 
- }
 
- EServerState CVCMIServer::getState() const
 
- {
 
- 	return state;
 
- }
 
- std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
 
- {
 
- 	for(const auto & gameConnection : activeConnections)
 
- 	{
 
- 		if (gameConnection->isMyConnection(netConnection))
 
- 			return gameConnection;
 
- 	}
 
- 	return nullptr;
 
- }
 
- bool CVCMIServer::wasStartedByClient() const
 
- {
 
- 	return runByClient;
 
- }
 
- void CVCMIServer::run()
 
- {
 
- 	networkHandler->run();
 
- }
 
- void CVCMIServer::onTimer()
 
- {
 
- 	// we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
 
- 	if (getState() != EServerState::GAMEPLAY)
 
- 		return;
 
- 	static const auto serverUpdateInterval = std::chrono::milliseconds(100);
 
- 	auto timeNow = std::chrono::steady_clock::now();
 
- 	auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
 
- 	auto timePassedNow = timeNow - gameplayStartTime;
 
- 	lastTimerUpdateTime = timeNow;
 
- 	auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
 
- 	auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
 
- 	auto msDelta = msPassedNow - msPassedBefore;
 
- 	if (msDelta.count())
 
- 		gh->tick(msDelta.count());
 
- 	networkHandler->createTimer(*this, serverUpdateInterval);
 
- }
 
- void CVCMIServer::prepareToRestart()
 
- {
 
- 	if(getState() != EServerState::GAMEPLAY)
 
- 	{
 
- 		assert(0);
 
- 		return;
 
- 	}
 
- 	* si = * gh->gs->initialOpts;
 
- 	setState(EServerState::LOBBY);
 
- 	if (si->campState)
 
- 	{
 
- 		assert(si->campState->currentScenario().has_value());
 
- 		campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
 
- 		campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
 
- 	}
 
- 	
 
- 	for(auto activeConnection : activeConnections)
 
- 		activeConnection->enterLobbyConnectionMode();
 
- 	gh = nullptr;
 
- }
 
- bool CVCMIServer::prepareToStartGame()
 
- {
 
- 	Load::ProgressAccumulator progressTracking;
 
- 	Load::Progress current(1);
 
- 	progressTracking.include(current);
 
- 	if (lobbyProcessor)
 
- 		lobbyProcessor->sendGameStarted();
 
- 	auto progressTrackingThread = boost::thread([this, &progressTracking]()
 
- 	{
 
- 		auto currentProgress = std::numeric_limits<Load::Type>::max();
 
- 		while(!progressTracking.finished())
 
- 		{
 
- 			if(progressTracking.get() != currentProgress)
 
- 			{
 
- 				//FIXME: UNGUARDED MULTITHREADED ACCESS!!!
 
- 				currentProgress = progressTracking.get();
 
- 				std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
 
- 				loadProgress->progress = currentProgress;
 
- 				announcePack(std::move(loadProgress));
 
- 			}
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 		}
 
- 	});
 
- 	
 
- 	gh = std::make_shared<CGameHandler>(this);
 
- 	switch(si->mode)
 
- 	{
 
- 	case EStartMode::CAMPAIGN:
 
- 		logNetwork->info("Preparing to start new campaign");
 
- 		si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
 
- 		si->fileURI = mi->fileURI;
 
- 		si->campState->setCurrentMap(campaignMap);
 
- 		si->campState->setCurrentMapBonus(campaignBonus);
 
- 		gh->init(si.get(), progressTracking);
 
- 		break;
 
- 	case EStartMode::NEW_GAME:
 
- 		logNetwork->info("Preparing to start new game");
 
- 		si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
 
- 		si->fileURI = mi->fileURI;
 
- 		gh->init(si.get(), progressTracking);
 
- 		break;
 
- 	case EStartMode::LOAD_GAME:
 
- 		logNetwork->info("Preparing to start loaded game");
 
- 		if(!gh->load(si->mapname))
 
- 		{
 
- 			current.finish();
 
- 			progressTrackingThread.join();
 
- 			return false;
 
- 		}
 
- 		break;
 
- 	default:
 
- 		logNetwork->error("Wrong mode in StartInfo!");
 
- 		assert(0);
 
- 		break;
 
- 	}
 
- 	
 
- 	current.finish();
 
- 	progressTrackingThread.join();
 
- 	
 
- 	return true;
 
- }
 
- void CVCMIServer::startGameImmediately()
 
- {
 
- 	for(auto activeConnection : activeConnections)
 
- 		activeConnection->enterGameplayConnectionMode(gh->gs);
 
- 	gh->start(si->mode == EStartMode::LOAD_GAME);
 
- 	setState(EServerState::GAMEPLAY);
 
- 	lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
 
- 	onTimer();
 
- 	multiplayerWelcomeMessage();
 
- }
 
- void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
 
- {
 
- 	logNetwork->error("Network error receiving a pack. Connection has been closed");
 
- 	std::shared_ptr<CConnection> c = findConnection(connection);
 
- 	if (!c)
 
- 		return; // player have already disconnected via clientDisconnected call
 
- 	vstd::erase(activeConnections, c);
 
- 	if(activeConnections.empty() || hostClientId == c->connectionID)
 
- 	{
 
- 		setState(EServerState::SHUTDOWN);
 
- 		return;
 
- 	}
 
- 	if(gh && getState() == EServerState::GAMEPLAY)
 
- 	{
 
- 		gh->handleClientDisconnection(c);
 
- 		auto lcd = std::make_unique<LobbyClientDisconnected>();
 
- 		lcd->c = c;
 
- 		lcd->clientId = c->connectionID;
 
- 		handleReceivedPack(std::move(lcd));
 
- 	}
 
- }
 
- void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
 
- {
 
- 	CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
 
- 	if(apply->applyOnServerBefore(this, pack.get()))
 
- 		announcePack(std::move(pack));
 
- }
 
- void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
 
- {
 
- 	for(auto activeConnection : activeConnections)
 
- 	{
 
- 		// FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
 
- 		// Until UUID set we only pass LobbyClientConnected to this client
 
- 		//if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
 
- 		//	continue;
 
- 		activeConnection->sendPack(pack.get());
 
- 	}
 
- 	applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
 
- }
 
- void CVCMIServer::announceMessage(const MetaString & txt)
 
- {
 
- 	logNetwork->info("Show message: %s", txt.toString());
 
- 	auto cm = std::make_unique<LobbyShowMessage>();
 
- 	cm->message = txt;
 
- 	announcePack(std::move(cm));
 
- }
 
- void CVCMIServer::announceMessage(const std::string & txt)
 
- {
 
- 	MetaString str;
 
- 	str.appendRawString(txt);
 
- 	announceMessage(str);
 
- }
 
- void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
 
- {
 
- 	logNetwork->info("%s says: %s", playerName, txt.toString());
 
- 	auto cm = std::make_unique<LobbyChatMessage>();
 
- 	cm->playerName = playerName;
 
- 	cm->message = txt;
 
- 	announcePack(std::move(cm));
 
- }
 
- void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
 
- {
 
- 	MetaString str;
 
- 	str.appendRawString(txt);
 
- 	announceTxt(str, playerName);
 
- }
 
- bool CVCMIServer::passHost(int toConnectionId)
 
- {
 
- 	for(auto activeConnection : activeConnections)
 
- 	{
 
- 		if(isClientHost(activeConnection->connectionID))
 
- 			continue;
 
- 		if(activeConnection->connectionID != toConnectionId)
 
- 			continue;
 
- 		hostClientId = activeConnection->connectionID;
 
- 		announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
 
- {
 
- 	assert(getState() == EServerState::LOBBY);
 
- 	c->connectionID = currentClientId++;
 
- 	if(hostClientId == -1)
 
- 	{
 
- 		hostClientId = c->connectionID;
 
- 		si->mode = mode;
 
- 	}
 
- 	logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
 
- 	
 
- 	for(auto & name : names)
 
- 	{
 
- 		logNetwork->info("Client %d player: %s", c->connectionID, name);
 
- 		ui8 id = currentPlayerId++;
 
- 		ClientPlayer cp;
 
- 		cp.connection = c->connectionID;
 
- 		cp.name = name;
 
- 		playerNames.insert(std::make_pair(id, cp));
 
- 		announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
 
- 		//put new player in first slot with AI
 
- 		for(auto & elem : si->playerInfos)
 
- 		{
 
- 			if(elem.second.isControlledByAI() && !elem.second.compOnly)
 
- 			{
 
- 				setPlayerConnectedId(elem.second, id);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
 
- {
 
- 	connection->getConnection()->close();
 
- 	vstd::erase(activeConnections, connection);
 
- //	PlayerReinitInterface startAiPack;
 
- //	startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
 
- //
 
- //	for(auto it = playerNames.begin(); it != playerNames.end();)
 
- //	{
 
- //		if(it->second.connection != c->connectionID)
 
- //		{
 
- //			++it;
 
- //			continue;
 
- //		}
 
- //
 
- //		int id = it->first;
 
- //		std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
 
- //		announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
 
- //		auto * playerSettings = si->getPlayersSettings(id);
 
- //		if(!playerSettings)
 
- //		{
 
- //			++it;
 
- //			continue;
 
- //		}
 
- //
 
- //		it = playerNames.erase(it);
 
- //		setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
 
- //
 
- //		if(gh && si && state == EServerState::GAMEPLAY)
 
- //		{
 
- //			gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
 
- //	//		gh->connections[playerSettings->color].insert(hostClient);
 
- //			startAiPack.players.push_back(playerSettings->color);
 
- //		}
 
- //	}
 
- //
 
- //	if(!startAiPack.players.empty())
 
- //		gh->sendAndApply(&startAiPack);
 
- }
 
- void CVCMIServer::reconnectPlayer(int connId)
 
- {
 
- 	PlayerReinitInterface startAiPack;
 
- 	startAiPack.playerConnectionId = connId;
 
- 	
 
- 	if(gh && si && getState() == EServerState::GAMEPLAY)
 
- 	{
 
- 		for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
 
- 		{
 
- 			if(it->second.connection != connId)
 
- 				continue;
 
- 			
 
- 			int id = it->first;
 
- 			auto * playerSettings = si->getPlayersSettings(id);
 
- 			if(!playerSettings)
 
- 				continue;
 
- 			
 
- 			std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
 
- 			gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
 
- 			
 
- 			startAiPack.players.push_back(playerSettings->color);
 
- 		}
 
- 		if(!startAiPack.players.empty())
 
- 			gh->sendAndApply(&startAiPack);
 
- 	}
 
- }
 
- void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
 
- {
 
- 	if(vstd::contains(playerNames, player))
 
- 		pset.name = playerNames.find(player)->second.name;
 
- 	else
 
- 		pset.name = VLC->generaltexth->allTexts[468]; //Computer
 
- 	pset.connectedPlayerIDs.clear();
 
- 	if(player != PlayerSettings::PLAYER_AI)
 
- 		pset.connectedPlayerIDs.insert(player);
 
- }
 
- void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
 
- {
 
- 	mi = mapInfo;
 
- 	if(!mi)
 
- 		return;
 
- 	auto namesIt = playerNames.cbegin();
 
- 	si->playerInfos.clear();
 
- 	if(mi->scenarioOptionsOfSave)
 
- 	{
 
- 		si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
 
- 		si->mode = EStartMode::LOAD_GAME;
 
- 		if(si->campState)
 
- 			campaignMap = si->campState->currentScenario().value();
 
- 		for(auto & ps : si->playerInfos)
 
- 		{
 
- 			if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
 
- 			{
 
- 				setPlayerConnectedId(ps.second, namesIt++->first);
 
- 			}
 
- 			else
 
- 			{
 
- 				setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
 
- 	{
 
- 		if(mi->campaign)
 
- 			return;
 
- 		for(int i = 0; i < mi->mapHeader->players.size(); i++)
 
- 		{
 
- 			const PlayerInfo & pinfo = mi->mapHeader->players[i];
 
- 			//neither computer nor human can play - no player
 
- 			if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
 
- 				continue;
 
- 			PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
 
- 			pset.color = PlayerColor(i);
 
- 			if(pinfo.canHumanPlay && namesIt != playerNames.cend())
 
- 			{
 
- 				setPlayerConnectedId(pset, namesIt++->first);
 
- 			}
 
- 			else
 
- 			{
 
- 				setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
 
- 				if(!pinfo.canHumanPlay)
 
- 				{
 
- 					pset.compOnly = true;
 
- 				}
 
- 			}
 
- 			pset.castle = pinfo.defaultCastle();
 
- 			pset.hero = pinfo.defaultHero();
 
- 			if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
 
- 			{
 
- 				pset.hero = pinfo.mainCustomHeroId;
 
- 				pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
 
- 				pset.heroPortrait = pinfo.mainCustomHeroPortrait;
 
- 			}
 
- 			pset.handicapLegacy = PlayerSettings::NO_HANDICAP;
 
- 		}
 
- 		if(mi->isRandomMap && mapGenOpts)
 
- 			si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
 
- 		else
 
- 			si->mapGenOptions.reset();
 
- 	}
 
- 	if (lobbyProcessor)
 
- 	{
 
- 		std::string roomDescription;
 
- 		if (si->mapGenOptions)
 
- 		{
 
- 			if (si->mapGenOptions->getMapTemplate())
 
- 				roomDescription = si->mapGenOptions->getMapTemplate()->getName();
 
- 			// else - no template selected.
 
- 			// TODO: handle this somehow?
 
- 		}
 
- 		else
 
- 			roomDescription = mi->getNameTranslated();
 
- 		lobbyProcessor->sendChangeRoomDescription(roomDescription);
 
- 	}
 
- 	si->mapname = mi->fileURI;
 
- }
 
- void CVCMIServer::updateAndPropagateLobbyState()
 
- {
 
- 	// Update player settings for RMG
 
- 	// TODO: find appropriate location for this code
 
- 	if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
 
- 	{
 
- 		for(const auto & psetPair : si->playerInfos)
 
- 		{
 
- 			const auto & pset = psetPair.second;
 
- 			si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
 
- 			si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
 
- 			if(pset.isControlledByHuman())
 
- 			{
 
- 				si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
 
- 			}
 
- 			else
 
- 			{
 
- 				si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
 
- 			}
 
- 		}
 
- 	}
 
- 	auto lus = std::make_unique<LobbyUpdateState>();
 
- 	lus->state = *this;
 
- 	announcePack(std::move(lus));
 
- }
 
- void CVCMIServer::setPlayer(PlayerColor clickedColor)
 
- {
 
- 	struct PlayerToRestore
 
- 	{
 
- 		PlayerColor color;
 
- 		int id;
 
- 		void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
 
- 		PlayerToRestore(){ reset(); }
 
- 	} playerToRestore;
 
- 	PlayerSettings & clicked = si->playerInfos[clickedColor];
 
- 	//identify clicked player
 
- 	int clickedNameID = 0; //number of player - zero means AI, assume it initially
 
- 	if(clicked.isControlledByHuman())
 
- 		clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
 
- 	if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
 
- 	{
 
- 		PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
 
- 		setPlayerConnectedId(restPos, playerToRestore.id);
 
- 		playerToRestore.reset();
 
- 	}
 
- 	int newPlayer; //which player will take clicked position
 
- 	//who will be put here?
 
- 	if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
 
- 	{
 
- 		newPlayer = getIdOfFirstUnallocatedPlayer();
 
- 		if(!newPlayer) //no "free" player -> get just first one
 
- 			newPlayer = playerNames.begin()->first;
 
- 	}
 
- 	else //human clicked -> take next
 
- 	{
 
- 		auto i = playerNames.find(clickedNameID); //clicked one
 
- 		i++; //player AFTER clicked one
 
- 		if(i != playerNames.end())
 
- 			newPlayer = i->first;
 
- 		else
 
- 			newPlayer = 0; //AI if we scrolled through all players
 
- 	}
 
- 	setPlayerConnectedId(clicked, newPlayer); //put player
 
- 	//if that player was somewhere else, we need to replace him with computer
 
- 	if(newPlayer) //not AI
 
- 	{
 
- 		for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
 
- 		{
 
- 			int curNameID = *(i->second.connectedPlayerIDs.begin());
 
- 			if(i->first != clickedColor && curNameID == newPlayer)
 
- 			{
 
- 				assert(i->second.connectedPlayerIDs.size());
 
- 				playerToRestore.color = i->first;
 
- 				playerToRestore.id = newPlayer;
 
- 				setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
 
- {
 
- 	if(color == PlayerColor::CANNOT_DETERMINE)
 
- 		return;
 
- 	PlayerSettings & player = si->playerInfos.at(color);
 
- 	if(!player.isControlledByHuman())
 
- 		return;
 
- 	if(player.connectedPlayerIDs.empty())
 
- 		return;
 
- 	int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
 
- 	playerNames[nameID].name = name;
 
- 	setPlayerConnectedId(player, nameID);
 
- }
 
- void CVCMIServer::setPlayerHandicap(PlayerColor color, PlayerSettings::Handicap handicap)
 
- {
 
- 	if(color == PlayerColor::CANNOT_DETERMINE)
 
- 		return;
 
- 	si->playerInfos[color].handicap = handicap;
 
- 	int humanPlayer = 0;
 
- 	for (const auto & pi : si->playerInfos)
 
- 		if(pi.second.isControlledByHuman())
 
- 			humanPlayer++;
 
- 	if(humanPlayer < 2) // Singleplayer
 
- 		return;
 
- 	MetaString str;
 
- 	str.appendTextID("vcmi.lobby.handicap");
 
- 	str.appendRawString(" ");
 
- 	str.appendName(color);
 
- 	str.appendRawString(":");
 
- 	if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
 
- 	{
 
- 		str.appendRawString(" ");
 
- 		str.appendTextID("core.genrltxt.523");
 
- 		announceTxt(str);
 
- 		return;
 
- 	}
 
- 	for(auto & res : EGameResID::ALL_RESOURCES())
 
- 		if(handicap.startBonus[res] != 0)
 
- 		{
 
- 			str.appendRawString(" ");
 
- 			str.appendName(res);
 
- 			str.appendRawString(":");
 
- 			str.appendRawString(std::to_string(handicap.startBonus[res]));
 
- 		}
 
- 	if(handicap.percentIncome != 100)
 
- 	{
 
- 		str.appendRawString(" ");
 
- 		str.appendTextID("core.jktext.32");
 
- 		str.appendRawString(":");
 
- 		str.appendRawString(std::to_string(handicap.percentIncome) + "%");
 
- 	}
 
- 	if(handicap.percentGrowth != 100)
 
- 	{
 
- 		str.appendRawString(" ");
 
- 		str.appendTextID("core.genrltxt.194");
 
- 		str.appendRawString(":");
 
- 		str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
 
- 	}
 
- 	announceTxt(str);
 
- }
 
- void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	FactionID & cur = s.castle;
 
- 	auto & allowed = getPlayerInfo(player).allowedFactions;
 
- 	const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
 
- 	if(cur == FactionID::NONE) //no change
 
- 		return;
 
- 	if(cur == FactionID::RANDOM) //first/last available
 
- 	{
 
- 		if(dir > 0)
 
- 			cur = *allowed.begin(); //id of first town
 
- 		else
 
- 			cur = *allowed.rbegin(); //id of last town
 
- 	}
 
- 	else // next/previous available
 
- 	{
 
- 		if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
 
- 		{
 
- 			if(allowRandomTown)
 
- 			{
 
- 				cur = FactionID::RANDOM;
 
- 			}
 
- 			else
 
- 			{
 
- 				if(dir > 0)
 
- 					cur = *allowed.begin();
 
- 				else
 
- 					cur = *allowed.rbegin();
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
 
- 			auto iter = allowed.find(cur);
 
- 			std::advance(iter, dir);
 
- 			cur = *iter;
 
- 		}
 
- 	}
 
- 	if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
 
- 	{
 
- 		s.hero = HeroTypeID::RANDOM;
 
- 	}
 
- 	if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
 
- 		s.bonus = PlayerStartingBonus::RANDOM;
 
- }
 
- void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	FactionID & cur = s.castle;
 
- 	auto & allowed = getPlayerInfo(player).allowedFactions;
 
- 	if(cur == FactionID::NONE) //no change
 
- 		return;
 
- 	if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
 
- 		return;
 
- 	cur = static_cast<FactionID>(id);
 
- 	if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
 
- 	{
 
- 		s.hero = HeroTypeID::RANDOM;
 
- 	}
 
- 	if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
 
- 		s.bonus = PlayerStartingBonus::RANDOM;
 
- }
 
- void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
 
- {
 
- 	campaignMap = mapId;
 
- 	si->difficulty = si->campState->scenario(mapId).difficulty;
 
- 	campaignBonus = -1;
 
- 	updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
 
- }
 
- void CVCMIServer::setCampaignBonus(int bonusId)
 
- {
 
- 	campaignBonus = bonusId;
 
- 	const CampaignScenario & scenario = si->campState->scenario(campaignMap);
 
- 	const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
 
- 	if(bonDescs[bonusId].type == CampaignBonusType::HERO)
 
- 	{
 
- 		for(auto & elem : si->playerInfos)
 
- 		{
 
- 			if(elem.first == PlayerColor(bonDescs[bonusId].info1))
 
- 				setPlayerConnectedId(elem.second, 1);
 
- 			else
 
- 				setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
 
- 		}
 
- 	}
 
- }
 
- void CVCMIServer::optionNextHero(PlayerColor player, int dir)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
 
- 		return;
 
- 	if(s.hero == HeroTypeID::RANDOM) // first/last available
 
- 	{
 
- 		if (dir > 0)
 
- 			s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
 
- 		else
 
- 			s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
 
- 	}
 
- 	else
 
- 	{
 
- 		s.hero = nextAllowedHero(player, s.hero, dir);
 
- 	}
 
- }
 
- void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
 
- 		return;
 
- 	if(id == HeroTypeID::RANDOM)
 
- 	{
 
- 		s.hero = HeroTypeID::RANDOM;
 
- 	}
 
- 	if(canUseThisHero(player, id))
 
- 		s.hero = static_cast<HeroTypeID>(id);
 
- }
 
- HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
 
- {
 
- 	HeroTypeID first(initial.getNum() + direction);
 
- 	if(direction > 0)
 
- 	{
 
- 		for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
 
- 			if(canUseThisHero(player, i))
 
- 				return i;
 
- 	}
 
- 	else
 
- 	{
 
- 		for (auto i = first; i.getNum() >= 0; --i)
 
- 			if(canUseThisHero(player, i))
 
- 				return i;
 
- 	}
 
- 	return HeroTypeID::RANDOM;
 
- }
 
- void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
 
- 	if(s.hero == HeroTypeID::NONE &&
 
- 		!getPlayerInfo(player).heroesNames.size() &&
 
- 		ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
 
- 	{
 
- 		if(dir < 0)
 
- 			ret = PlayerStartingBonus::RANDOM;
 
- 		else
 
- 			ret = PlayerStartingBonus::GOLD;
 
- 	}
 
- 	if(ret > PlayerStartingBonus::RESOURCE)
 
- 		ret = PlayerStartingBonus::RANDOM;
 
- 	if(ret < PlayerStartingBonus::RANDOM)
 
- 		ret = PlayerStartingBonus::RESOURCE;
 
- 	if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
 
- 	{
 
- 		if(dir < 0)
 
- 			ret = PlayerStartingBonus::GOLD;
 
- 		else
 
- 			ret = PlayerStartingBonus::RANDOM;
 
- 	}
 
- }
 
- void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
 
- {
 
- 	PlayerSettings & s = si->playerInfos[player];
 
- 	if(s.hero == HeroTypeID::NONE &&
 
- 		!getPlayerInfo(player).heroesNames.size() &&
 
- 		id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
 
- 			return;
 
- 	if(id > PlayerStartingBonus::RESOURCE)
 
- 		return;
 
- 	if(id < PlayerStartingBonus::RANDOM)
 
- 		return;
 
- 	if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
 
- 		return;
 
- 	s.bonus = id;
 
- }
 
- bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
 
- {
 
- 	return VLC->heroh->size() > ID
 
- 		&& si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
 
- 		&& !vstd::contains(getUsedHeroes(), ID)
 
- 		&& mi->mapHeader->allowedHeroes.count(ID);
 
- }
 
- std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
 
- {
 
- 	std::vector<HeroTypeID> heroIds;
 
- 	for(auto & p : si->playerInfos)
 
- 	{
 
- 		const auto & heroes = getPlayerInfo(p.first).heroesNames;
 
- 		for(auto & hero : heroes)
 
- 			if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
 
- 				heroIds.push_back(hero.heroId);
 
- 		if(p.second.hero != HeroTypeID::RANDOM)
 
- 			heroIds.push_back(p.second.hero);
 
- 	}
 
- 	return heroIds;
 
- }
 
- ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
 
- {
 
- 	for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
 
- 	{
 
- 		if(!si->getPlayersSettings(i->first))
 
- 			return i->first;
 
- 	}
 
- 	return 0;
 
- }
 
- void CVCMIServer::multiplayerWelcomeMessage()
 
- {
 
- 	int humanPlayer = 0;
 
- 	for (const auto & pi : si->playerInfos)
 
- 		if(pi.second.isControlledByHuman())
 
- 			humanPlayer++;
 
- 	if(humanPlayer < 2) // Singleplayer
 
- 		return;
 
- 	gh->playerMessages->broadcastSystemMessage("Use '!help' to list available commands");
 
- 	for (const auto & pi : si->playerInfos)
 
- 		if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
 
- 		{
 
- 			MetaString str;
 
- 			str.appendTextID("vcmi.lobby.handicap");
 
- 			str.appendRawString(" ");
 
- 			str.appendName(pi.first);
 
- 			str.appendRawString(":");
 
- 			for(auto & res : EGameResID::ALL_RESOURCES())
 
- 				if(pi.second.handicap.startBonus[res] != 0)
 
- 				{
 
- 					str.appendRawString(" ");
 
- 					str.appendName(res);
 
- 					str.appendRawString(":");
 
- 					str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
 
- 				}
 
- 			if(pi.second.handicap.percentIncome != 100)
 
- 			{
 
- 				str.appendRawString(" ");
 
- 				str.appendTextID("core.jktext.32");
 
- 				str.appendRawString(":");
 
- 				str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
 
- 			}
 
- 			if(pi.second.handicap.percentGrowth != 100)
 
- 			{
 
- 				str.appendRawString(" ");
 
- 				str.appendTextID("core.genrltxt.194");
 
- 				str.appendRawString(":");
 
- 				str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
 
- 			}
 
- 			gh->playerMessages->broadcastSystemMessage(str);
 
- 		}
 
- 	std::vector<std::string> optionIds;
 
- 	if(si->extraOptionsInfo.cheatsAllowed)
 
- 		optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
 
- 	if(si->extraOptionsInfo.unlimitedReplay)
 
- 		optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
 
- 	if(!optionIds.size()) // No settings to publish
 
- 		return;
 
- 	MetaString str;
 
- 	str.appendTextID("vcmi.optionsTab.extraOptions.hover");
 
- 	str.appendRawString(": ");
 
- 	for(int i = 0; i < optionIds.size(); i++)
 
- 	{
 
- 		str.appendTextID(optionIds[i]);
 
- 		if(i < optionIds.size() - 1)
 
- 			str.appendRawString(", ");
 
- 	}
 
- 	gh->playerMessages->broadcastSystemMessage(str);
 
- }
 
- INetworkHandler & CVCMIServer::getNetworkHandler()
 
- {
 
- 	return *networkHandler;
 
- }
 
 
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