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- #include "StdInc.h"
- #include <boost/asio.hpp>
- #include <boost/interprocess/mapped_region.hpp>
- #include <boost/interprocess/shared_memory_object.hpp>
- #include "../lib/filesystem/CResourceLoader.h"
- #include "../lib/mapping/CCampaignHandler.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/Connection.h"
- #include "../lib/CModHandler.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CDefObjInfoHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/CBuildingHandler.h"
- #include "../lib/CSpellHandler.h"
- #include "../lib/CCreatureHandler.h"
- #include "zlib.h"
- #include "CVCMIServer.h"
- #include "../lib/StartInfo.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/Interprocess.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/VCMIDirs.h"
- #include "CGameHandler.h"
- #include "../lib/mapping/CMapInfo.h"
- #include "../lib/CObjectHandler.h"
- #include "../lib/GameConstants.h"
- #include "../lib/UnlockGuard.h"
- std::string NAME_AFFIX = "server";
- std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
- using namespace boost;
- using namespace boost::asio;
- using namespace boost::asio::ip;
- namespace intpr = boost::interprocess;
- bool end2 = false;
- int port = 3030;
- /*
- * 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
- *
- */
- static void vaccept(tcp::acceptor *ac, tcp::socket *s, boost::system::error_code *error)
- {
- ac->accept(*s,*error);
- }
- CPregameServer::CPregameServer(CConnection *Host, TAcceptor *Acceptor /*= NULL*/)
- : host(Host), listeningThreads(0), acceptor(Acceptor), upcomingConnection(NULL),
- curmap(NULL), curStartInfo(NULL), state(RUNNING)
- {
- initConnection(host);
- }
- void CPregameServer::handleConnection(CConnection *cpc)
- {
- setThreadName("CPregameServer::handleConnection");
- try
- {
- while(!cpc->receivedStop)
- {
- CPackForSelectionScreen *cpfs = NULL;
- *cpc >> cpfs;
- tlog0 << "Got package to announce " << typeid(*cpfs).name() << " from " << *cpc << std::endl;
- boost::unique_lock<boost::recursive_mutex> queueLock(mx);
- bool quitting = dynamic_cast<QuitMenuWithoutStarting*>(cpfs),
- startingGame = dynamic_cast<StartWithCurrentSettings*>(cpfs);
- if(quitting || startingGame) //host leaves main menu or wants to start game -> we end
- {
- cpc->receivedStop = true;
- if(!cpc->sendStop)
- sendPack(cpc, *cpfs);
- if(cpc == host)
- toAnnounce.push_back(cpfs);
- }
- else
- toAnnounce.push_back(cpfs);
- if(startingGame)
- {
- //wait for sending thread to announce start
- auto unlock = vstd::makeUnlockGuard(mx);
- while(state == RUNNING) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- }
- }
- }
- catch (const std::exception& e)
- {
- boost::unique_lock<boost::recursive_mutex> queueLock(mx);
- tlog0 << *cpc << " dies... \nWhat happened: " << e.what() << std::endl;
- }
- boost::unique_lock<boost::recursive_mutex> queueLock(mx);
- if(state != ENDING_AND_STARTING_GAME)
- {
- connections -= cpc;
- //notify other players about leaving
- PlayerLeft *pl = new PlayerLeft();
- pl->playerID = cpc->connectionID;
- announceTxt(cpc->name + " left the game");
- toAnnounce.push_back(pl);
- if(!connections.size())
- {
- tlog0 << "Last connection lost, server will close itself...\n";
- boost::this_thread::sleep(boost::posix_time::seconds(2)); //we should never be hasty when networking
- state = ENDING_WITHOUT_START;
- }
- }
- tlog0 << "Thread listening for " << *cpc << " ended\n";
- listeningThreads--;
- vstd::clear_pointer(cpc->handler);
- }
- void CPregameServer::run()
- {
- startListeningThread(host);
- start_async_accept();
- while(state == RUNNING)
- {
- {
- boost::unique_lock<boost::recursive_mutex> myLock(mx);
- while(toAnnounce.size())
- {
- processPack(toAnnounce.front());
- toAnnounce.pop_front();
- }
- // //we end sending thread if we ordered all our connections to stop
- // ending = true;
- // BOOST_FOREACH(CPregameConnection *pc, connections)
- // if(!pc->sendStop)
- // ending = false;
- if(state != RUNNING)
- {
- tlog0 << "Stopping listening for connections...\n";
- acceptor->close();
- }
- if(acceptor)
- {
- acceptor->get_io_service().reset();
- acceptor->get_io_service().poll();
- }
- } //frees lock
- boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- }
- tlog0 << "Thread handling connections ended\n";
- if(state == ENDING_AND_STARTING_GAME)
- {
- tlog0 << "Waiting for listening thread to finish...\n";
- while(listeningThreads) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- tlog0 << "Preparing new game\n";
- }
- }
- CPregameServer::~CPregameServer()
- {
- delete acceptor;
- delete upcomingConnection;
- BOOST_FOREACH(CPackForSelectionScreen *pack, toAnnounce)
- delete pack;
- toAnnounce.clear();
- //TODO pregameconnections
- }
- void CPregameServer::connectionAccepted(const boost::system::error_code& ec)
- {
- if(ec)
- {
- tlog0 << "Something wrong during accepting: " << ec.message() << std::endl;
- return;
- }
- tlog0 << "We got a new connection! :)\n";
- CConnection *pc = new CConnection(upcomingConnection, NAME);
- initConnection(pc);
- upcomingConnection = NULL;
- *pc << (ui8)pc->connectionID << curmap;
- startListeningThread(pc);
- announceTxt(pc->name + " joins the game");
- PlayerJoined *pj = new PlayerJoined();
- pj->playerName = pc->name;
- pj->connectionID = pc->connectionID;
- toAnnounce.push_back(pj);
- start_async_accept();
- }
- void CPregameServer::start_async_accept()
- {
- assert(!upcomingConnection);
- assert(acceptor);
- upcomingConnection = new TSocket(acceptor->get_io_service());
- acceptor->async_accept(*upcomingConnection, boost::bind(&CPregameServer::connectionAccepted, this, boost::asio::placeholders::error));
- }
- void CPregameServer::announceTxt(const std::string &txt, const std::string &playerName /*= "system"*/)
- {
- tlog0 << playerName << " says: " << txt << std::endl;
- ChatMessage cm;
- cm.playerName = playerName;
- cm.message = txt;
- boost::unique_lock<boost::recursive_mutex> queueLock(mx);
- toAnnounce.push_front(new ChatMessage(cm));
- }
- void CPregameServer::announcePack(const CPackForSelectionScreen &pack)
- {
- BOOST_FOREACH(CConnection *pc, connections)
- sendPack(pc, pack);
- }
- void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen & pack)
- {
- if(!pc->sendStop)
- {
- tlog0 << "\tSending pack of type " << typeid(pack).name() << " to " << *pc << std::endl;
- *pc << &pack;
- }
- if(dynamic_cast<const QuitMenuWithoutStarting*>(&pack))
- {
- pc->sendStop = true;
- }
- else if(dynamic_cast<const StartWithCurrentSettings*>(&pack))
- {
- pc->sendStop = true;
- }
- }
- void CPregameServer::processPack(CPackForSelectionScreen * pack)
- {
- if(dynamic_cast<CPregamePackToHost*>(pack))
- {
- sendPack(host, *pack);
- }
- else if(SelectMap *sm = dynamic_cast<SelectMap*>(pack))
- {
- vstd::clear_pointer(curmap);
- curmap = sm->mapInfo;
- sm->free = false;
- announcePack(*pack);
- }
- else if(UpdateStartOptions *uso = dynamic_cast<UpdateStartOptions*>(pack))
- {
- vstd::clear_pointer(curStartInfo);
- curStartInfo = uso->options;
- uso->free = false;
- announcePack(*pack);
- }
- else if(dynamic_cast<const StartWithCurrentSettings*>(pack))
- {
- state = ENDING_AND_STARTING_GAME;
- announcePack(*pack);
- }
- else
- announcePack(*pack);
- delete pack;
- }
- void CPregameServer::initConnection(CConnection *c)
- {
- *c >> c->name;
- connections.insert(c);
- tlog0 << "Pregame connection with player " << c->name << " established!" << std::endl;
- }
- void CPregameServer::startListeningThread(CConnection * pc)
- {
- listeningThreads++;
- pc->enterPregameConnectionMode();
- pc->handler = new boost::thread(&CPregameServer::handleConnection, this, pc);
- }
- CVCMIServer::CVCMIServer()
- : io(new boost::asio::io_service()), acceptor(new TAcceptor(*io, tcp::endpoint(tcp::v4(), port))), firstConnection(NULL)
- {
- tlog4 << "CVCMIServer created!" <<std::endl;
- }
- CVCMIServer::~CVCMIServer()
- {
- //delete io;
- //delete acceptor;
- }
- CGameHandler * CVCMIServer::initGhFromHostingConnection(CConnection &c)
- {
- CGameHandler *gh = new CGameHandler();
- StartInfo si;
- c >> si; //get start options
- if(!si.createRandomMap)
- {
- bool mapFound = CResourceHandler::get()->existsResource(ResourceID(si.mapname, EResType::MAP));
- //TODO some checking for campaigns
- if(!mapFound && si.mode == StartInfo::NEW_GAME)
- {
- c << ui8(1); //WRONG!
- return nullptr;
- }
- }
- c << ui8(0); //OK!
- gh->init(&si);
- gh->conns.insert(&c);
- return gh;
- }
- void CVCMIServer::newGame()
- {
- CConnection &c = *firstConnection;
- ui8 clients;
- c >> clients; //how many clients should be connected
- assert(clients == 1); //multi goes now by newPregame, TODO: custom lobbies
- CGameHandler *gh = initGhFromHostingConnection(c);
- gh->run(false);
- vstd::clear_pointer(gh);
- }
- void CVCMIServer::newPregame()
- {
- CPregameServer *cps = new CPregameServer(firstConnection, acceptor);
- cps->run();
- if(cps->state == CPregameServer::ENDING_WITHOUT_START)
- {
- delete cps;
- return;
- }
- if(cps->state == CPregameServer::ENDING_AND_STARTING_GAME)
- {
- CGameHandler gh;
- gh.conns = cps->connections;
- gh.init(cps->curStartInfo);
- BOOST_FOREACH(CConnection *c, gh.conns)
- c->addStdVecItems(gh.gs);
- gh.run(false);
- }
- }
- void CVCMIServer::start()
- {
- ServerReady *sr = NULL;
- intpr::mapped_region *mr;
- try
- {
- intpr::shared_memory_object smo(intpr::open_only,"vcmi_memory",intpr::read_write);
- smo.truncate(sizeof(ServerReady));
- mr = new intpr::mapped_region(smo,intpr::read_write);
- sr = reinterpret_cast<ServerReady*>(mr->get_address());
- }
- catch(...)
- {
- intpr::shared_memory_object smo(intpr::create_only,"vcmi_memory",intpr::read_write);
- smo.truncate(sizeof(ServerReady));
- mr = new intpr::mapped_region(smo,intpr::read_write);
- sr = new(mr->get_address())ServerReady();
- }
- boost::system::error_code error;
- tlog0<<"Listening for connections at port " << acceptor->local_endpoint().port() << std::endl;
- tcp::socket * s = new tcp::socket(acceptor->get_io_service());
- boost::thread acc(boost::bind(vaccept,acceptor,s,&error));
- sr->setToTrueAndNotify();
- delete mr;
- acc.join();
- if (error)
- {
- tlog2<<"Got connection but there is an error " << std::endl << error;
- return;
- }
- tlog0<<"We've accepted someone... " << std::endl;
- firstConnection = new CConnection(s,NAME);
- tlog0<<"Got connection!" << std::endl;
- while(!end2)
- {
- ui8 mode;
- *firstConnection >> mode;
- switch (mode)
- {
- case 0:
- firstConnection->close();
- exit(0);
- break;
- case 1:
- firstConnection->close();
- return;
- break;
- case 2:
- newGame();
- break;
- case 3:
- loadGame();
- break;
- case 4:
- newPregame();
- break;
- }
- }
- }
- void CVCMIServer::loadGame()
- {
- CConnection &c = *firstConnection;
- std::string fname;
- CGameHandler gh;
- boost::system::error_code error;
- ui8 clients;
- c >> clients >> fname; //how many clients should be connected - TODO: support more than one
- // {
- // char sig[8];
- // CMapHeader dum;
- // StartInfo *si;
- //
- // CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME)));
- // lf >> sig >> dum >> si;
- // tlog0 <<"Reading save signature"<<std::endl;
- //
- // lf >> *VLC;
- // tlog0 <<"Reading handlers"<<std::endl;
- //
- // lf >> (gh.gs);
- // c.addStdVecItems(gh.gs);
- // tlog0 <<"Reading gamestate"<<std::endl;
- // }
- {
- CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME)));
- gh.loadCommonState(lf);
- lf >> gh;
- }
- c << ui8(0);
- CConnection* cc; //tcp::socket * ss;
- for(int i=0; i<clients; i++)
- {
- if(!i)
- {
- cc = &c;
- }
- else
- {
- tcp::socket * s = new tcp::socket(acceptor->get_io_service());
- acceptor->accept(*s,error);
- if(error) //retry
- {
- tlog3<<"Cannot establish connection - retrying..." << std::endl;
- i--;
- continue;
- }
- cc = new CConnection(s,NAME);
- cc->addStdVecItems(gh.gs);
- }
- gh.conns.insert(cc);
- }
- gh.run(true);
- }
- #ifndef __GNUC__
- int _tmain(int argc, _TCHAR* argv[])
- #else
- int main(int argc, char** argv)
- #endif
- {
- logfile = new std::ofstream((VCMIDirs::get().localPath() + "/VCMI_Server_log.txt").c_str());
- console = new CConsoleHandler;
- //boost::thread t(boost::bind(&CConsoleHandler::run,::console));
- if(argc > 1)
- {
- #ifdef _MSC_VER
- port = _tstoi(argv[1]);
- #else
- port = _ttoi(argv[1]);
- #endif
- }
- preinitDLL(console,logfile);
- tlog0 << "Port " << port << " will be used." << std::endl;
- loadDLLClasses();
- srand ( (ui32)time(NULL) );
- try
- {
- io_service io_service;
- CVCMIServer server;
- try
- {
- while(!end2)
- {
- server.start();
- }
- io_service.run();
- }
- catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
- {
- tlog1 << e.what() << std::endl;
- end2 = true;
- }HANDLE_EXCEPTION
- }
- catch(boost::system::system_error &e)
- {
- tlog1 << e.what() << std::endl;
- //catch any startup errors (e.g. can't access port) errors
- //and return non-zero status so client can detect error
- throw;
- }
- return 0;
- }
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