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- /*
- * EntryPoint.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
- *
- */
- // EntryPoint.cpp : Defines the entry point for the console application.
- #include "StdInc.h"
- #include "../Global.h"
- #include "../client/CGameInfo.h"
- #include "../client/ClientCommandManager.h"
- #include "../client/CMT.h"
- #include "../client/CPlayerInterface.h"
- #include "../client/CServerHandler.h"
- #include "../client/eventsSDL/InputHandler.h"
- #include "../client/gui/CGuiHandler.h"
- #include "../client/gui/CursorHandler.h"
- #include "../client/gui/WindowHandler.h"
- #include "../client/mainmenu/CMainMenu.h"
- #include "../client/media/CEmptyVideoPlayer.h"
- #include "../client/media/CMusicHandler.h"
- #include "../client/media/CSoundHandler.h"
- #include "../client/media/CVideoHandler.h"
- #include "../client/render/Graphics.h"
- #include "../client/render/IRenderHandler.h"
- #include "../client/render/IScreenHandler.h"
- #include "../client/lobby/CBonusSelection.h"
- #include "../client/windows/CMessage.h"
- #include "../client/windows/InfoWindows.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/ExceptionsCommon.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/logging/CBasicLogConfigurator.h"
- #include "../lib/modding/IdentifierStorage.h"
- #include "../lib/modding/CModHandler.h"
- #include "../lib/modding/ModDescription.h"
- #include "../lib/texts/CGeneralTextHandler.h"
- #include "../lib/texts/MetaString.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/VCMIDirs.h"
- #include <boost/program_options.hpp>
- #include <vstd/StringUtils.h>
- #include <SDL_main.h>
- #include <SDL.h>
- #ifdef VCMI_ANDROID
- #include "../lib/CAndroidVMHelper.h"
- #include <SDL_system.h>
- #endif
- #if __MINGW32__
- #undef main
- #endif
- namespace po = boost::program_options;
- namespace po_style = boost::program_options::command_line_style;
- static std::atomic<bool> headlessQuit = false;
- static std::optional<std::string> criticalInitializationError;
- #ifndef VCMI_IOS
- void processCommand(const std::string &message);
- #endif
- [[noreturn]] static void quitApplication();
- static void mainLoop();
- static CBasicLogConfigurator *logConfig;
- static void init()
- {
- CStopWatch tmh;
- try
- {
- loadDLLClasses();
- CGI->setFromLib();
- }
- catch (const DataLoadingException & e)
- {
- criticalInitializationError = e.what();
- return;
- }
- logGlobal->info("Initializing VCMI_Lib: %d ms", tmh.getDiff());
- // Debug code to load all maps on start
- //ClientCommandManager commandController;
- //commandController.processCommand("translate maps", false);
- }
- static void checkForModLoadingFailure()
- {
- const auto & brokenMods = VLC->identifiersHandler->getModsWithFailedRequests();
- if (!brokenMods.empty())
- {
- MetaString messageText;
- messageText.appendTextID("vcmi.client.errors.modLoadingFailure");
- for (const auto & modID : brokenMods)
- {
- messageText.appendRawString(VLC->modh->getModInfo(modID).getName());
- messageText.appendEOL();
- }
- CInfoWindow::showInfoDialog(messageText.toString(), {});
- }
- }
- static void prog_version()
- {
- printf("%s\n", GameConstants::VCMI_VERSION.c_str());
- std::cout << VCMIDirs::get().genHelpString();
- }
- static void prog_help(const po::options_description &opts)
- {
- auto time = std::time(nullptr);
- printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
- printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
- printf("This is free software; see the source for copying conditions. There is NO\n");
- printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
- printf("\n");
- std::cout << opts;
- }
- #if defined(VCMI_WINDOWS) && !defined(__GNUC__) && defined(VCMI_WITH_DEBUG_CONSOLE)
- int wmain(int argc, wchar_t* argv[])
- #elif defined(VCMI_MOBILE)
- int SDL_main(int argc, char *argv[])
- #else
- int main(int argc, char * argv[])
- #endif
- {
- #ifdef VCMI_ANDROID
- CAndroidVMHelper::initClassloader(SDL_AndroidGetJNIEnv());
- // boost will crash without this
- setenv("LANG", "C", 1);
- #endif
- #if !defined(VCMI_MOBILE)
- // Correct working dir executable folder (not bundle folder) so we can use executable relative paths
- boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
- #endif
- std::cout << "Starting... " << std::endl;
- po::options_description opts("Allowed options");
- po::variables_map vm;
- opts.add_options()
- ("help,h", "display help and exit")
- ("version,v", "display version information and exit")
- ("testmap", po::value<std::string>(), "")
- ("testsave", po::value<std::string>(), "")
- ("logLocation", po::value<std::string>(), "new location for log files")
- ("spectate,s", "enable spectator interface for AI-only games")
- ("spectate-ignore-hero", "wont follow heroes on adventure map")
- ("spectate-hero-speed", po::value<int>(), "hero movement speed on adventure map")
- ("spectate-battle-speed", po::value<int>(), "battle animation speed for spectator")
- ("spectate-skip-battle", "skip battles in spectator view")
- ("spectate-skip-battle-result", "skip battle result window")
- ("onlyAI", "allow one to run without human player, all players will be default AI")
- ("headless", "runs without GUI, implies --onlyAI")
- ("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
- ("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
- ("autoSkip", "automatically skip turns in GUI")
- ("disable-video", "disable video player")
- ("nointro,i", "skips intro movies")
- ("donotstartserver,d","do not attempt to start server and just connect to it instead server")
- ("serverport", po::value<si64>(), "override port specified in config file")
- ("savefrequency", po::value<si64>(), "limit auto save creation to each N days");
- if(argc > 1)
- {
- try
- {
- po::store(po::parse_command_line(argc, argv, opts, po_style::unix_style|po_style::case_insensitive), vm);
- }
- catch(boost::program_options::error &e)
- {
- std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
- }
- }
- po::notify(vm);
- if(vm.count("help"))
- {
- prog_help(opts);
- #ifdef VCMI_IOS
- exit(0);
- #else
- return 0;
- #endif
- }
- if(vm.count("version"))
- {
- prog_version();
- #ifdef VCMI_IOS
- exit(0);
- #else
- return 0;
- #endif
- }
- // Init old logging system and new (temporary) logging system
- CStopWatch total;
- CStopWatch pomtime;
- std::cout.flags(std::ios::unitbuf);
- #ifndef VCMI_IOS
- console = new CConsoleHandler();
- auto callbackFunction = [](std::string buffer, bool calledFromIngameConsole)
- {
- ClientCommandManager commandController;
- commandController.processCommand(buffer, calledFromIngameConsole);
- };
- *console->cb = callbackFunction;
- console->start();
- #endif
- setThreadNameLoggingOnly("MainGUI");
- boost::filesystem::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt";
- if(vm.count("logLocation"))
- logPath = vm["logLocation"].as<std::string>() + "/VCMI_Client_log.txt";
- logConfig = new CBasicLogConfigurator(logPath, console);
- logConfig->configureDefault();
- logGlobal->info("Starting client of '%s'", GameConstants::VCMI_VERSION);
- logGlobal->info("Creating console and configuring logger: %d ms", pomtime.getDiff());
- logGlobal->info("The log file will be saved to %s", logPath);
- // Init filesystem and settings
- try
- {
- preinitDLL(::console, false);
- }
- catch (const DataLoadingException & e)
- {
- handleFatalError(e.what(), true);
- }
- Settings session = settings.write["session"];
- auto setSettingBool = [&](std::string key, std::string arg) {
- Settings s = settings.write(vstd::split(key, "/"));
- if(vm.count(arg))
- s->Bool() = true;
- else if(s->isNull())
- s->Bool() = false;
- };
- auto setSettingInteger = [&](std::string key, std::string arg, si64 defaultValue) {
- Settings s = settings.write(vstd::split(key, "/"));
- if(vm.count(arg))
- s->Integer() = vm[arg].as<si64>();
- else if(s->isNull())
- s->Integer() = defaultValue;
- };
- setSettingBool("session/onlyai", "onlyAI");
- if(vm.count("headless"))
- {
- session["headless"].Bool() = true;
- session["onlyai"].Bool() = true;
- }
- else if(vm.count("spectate"))
- {
- session["spectate"].Bool() = true;
- session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero");
- session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle");
- session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result");
- if(vm.count("spectate-hero-speed"))
- session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as<int>();
- if(vm.count("spectate-battle-speed"))
- session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as<int>();
- }
- // Server settings
- setSettingBool("session/donotstartserver", "donotstartserver");
- // Init special testing settings
- setSettingInteger("session/serverport", "serverport", 0);
- setSettingInteger("general/saveFrequency", "savefrequency", 1);
- // Initialize logging based on settings
- logConfig->configure();
- logGlobal->debug("settings = %s", settings.toJsonNode().toString());
- // Some basic data validation to produce better error messages in cases of incorrect install
- auto testFile = [](std::string filename, std::string message)
- {
- if (!CResourceHandler::get()->existsResource(ResourcePath(filename)))
- handleFatalError(message, false);
- };
- testFile("DATA/HELP.TXT", "VCMI requires Heroes III: Shadow of Death or Heroes III: Complete data files to run!");
- testFile("DATA/TENTCOLR.TXT", "Heroes III: Restoration of Erathia (including HD Edition) data files are not supported!");
- testFile("MODS/VCMI/MOD.JSON", "VCMI installation is corrupted!\nBuilt-in mod was not found!");
- testFile("DATA/NOTOSERIF-MEDIUM.TTF", "VCMI installation is corrupted!\nBuilt-in font was not found!\nManually deleting '" + VCMIDirs::get().userDataPath().string() + "/Mods/VCMI' directory (if it exists)\nor clearing app data and reimporting Heroes III files may fix this problem.");
- testFile("DATA/PLAYERS.PAL", "Heroes III data files (Data/H3Bitmap.lod) are incomplete or corruped!\n Please reinstall them.");
- testFile("SPRITES/DEFAULT.DEF", "Heroes III data files (Data/H3Sprite.lod) are incomplete or corruped!\n Please reinstall them.");
- srand ( (unsigned int)time(nullptr) );
- if(!settings["session"]["headless"].Bool())
- GH.init();
- CCS = new CClientState();
- CGI = new CGameInfo(); //contains all global information about game (texts, lodHandlers, map handler etc.)
- CSH = new CServerHandler();
-
- // Initialize video
- #ifndef ENABLE_VIDEO
- CCS->videoh = new CEmptyVideoPlayer();
- #else
- if (!settings["session"]["headless"].Bool() && !vm.count("disable-video"))
- CCS->videoh = new CVideoPlayer();
- else
- CCS->videoh = new CEmptyVideoPlayer();
- #endif
- logGlobal->info("\tInitializing video: %d ms", pomtime.getDiff());
- if(!settings["session"]["headless"].Bool())
- {
- //initializing audio
- CCS->soundh = new CSoundHandler();
- CCS->soundh->setVolume((ui32)settings["general"]["sound"].Float());
- CCS->musich = new CMusicHandler();
- CCS->musich->setVolume((ui32)settings["general"]["music"].Float());
- logGlobal->info("Initializing screen and sound handling: %d ms", pomtime.getDiff());
- }
- #ifndef VCMI_NO_THREADED_LOAD
- //we can properly play intro only in the main thread, so we have to move loading to the separate thread
- boost::thread loading([]()
- {
- setThreadName("initialize");
- init();
- });
- #else
- init();
- #endif
- #ifndef VCMI_NO_THREADED_LOAD
- #ifdef VCMI_ANDROID // android loads the data quite slowly so we display native progressbar to prevent having only black screen for few seconds
- {
- CAndroidVMHelper vmHelper;
- vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "showProgress");
- #endif // ANDROID
- loading.join();
- #ifdef VCMI_ANDROID
- vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "hideProgress");
- }
- #endif // ANDROID
- #endif // THREADED
- if (criticalInitializationError.has_value())
- {
- handleFatalError(criticalInitializationError.value(), false);
- }
- if(!settings["session"]["headless"].Bool())
- {
- pomtime.getDiff();
- graphics = new Graphics(); // should be before curh
- GH.renderHandler().onLibraryLoadingFinished(CGI);
- CCS->curh = new CursorHandler();
- logGlobal->info("Screen handler: %d ms", pomtime.getDiff());
- CMessage::init();
- logGlobal->info("Message handler: %d ms", pomtime.getDiff());
- CCS->curh->show();
- }
- logGlobal->info("Initialization of VCMI (together): %d ms", total.getDiff());
- session["autoSkip"].Bool() = vm.count("autoSkip");
- session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
- session["aiSolo"].Bool() = false;
-
- if(vm.count("testmap"))
- {
- session["testmap"].String() = vm["testmap"].as<std::string>();
- session["onlyai"].Bool() = true;
- boost::thread(&CServerHandler::debugStartTest, CSH, session["testmap"].String(), false);
- }
- else if(vm.count("testsave"))
- {
- session["testsave"].String() = vm["testsave"].as<std::string>();
- session["onlyai"].Bool() = true;
- boost::thread(&CServerHandler::debugStartTest, CSH, session["testsave"].String(), true);
- }
- else
- {
- auto mmenu = CMainMenu::create();
- GH.curInt = mmenu.get();
- bool playIntroVideo = !settings["session"]["headless"].Bool() && !vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool();
- if(playIntroVideo)
- mmenu->playIntroVideos();
- else
- mmenu->playMusic();
- }
-
- std::vector<std::string> names;
- if(!settings["session"]["headless"].Bool())
- {
- checkForModLoadingFailure();
- mainLoop();
- }
- else
- {
- while(!headlessQuit)
- boost::this_thread::sleep_for(boost::chrono::milliseconds(200));
- boost::this_thread::sleep_for(boost::chrono::milliseconds(500));
- quitApplication();
- }
- return 0;
- }
- static void mainLoop()
- {
- #ifndef VCMI_UNIX
- // on Linux, name of main thread is also name of our process. Which we don't want to change
- setThreadName("MainGUI");
- #endif
- while(1) //main SDL events loop
- {
- GH.input().fetchEvents();
- GH.renderFrame();
- }
- }
- [[noreturn]] static void quitApplicationImmediately(int error_code)
- {
- // Perform quick exit without executing static destructors and let OS cleanup anything that we did not
- // We generally don't care about them and this leads to numerous issues, e.g.
- // destruction of locked mutexes (fails an assertion), even in third-party libraries (as well as native libs on Android)
- // Android - std::quick_exit is available only starting from API level 21
- // Mingw, macOS and iOS - std::quick_exit is unavailable (at least in current version of CI)
- #if (defined(__ANDROID_API__) && __ANDROID_API__ < 21) || (defined(__MINGW32__)) || defined(VCMI_APPLE)
- ::exit(error_code);
- #else
- std::quick_exit(error_code);
- #endif
- }
- [[noreturn]] static void quitApplication()
- {
- CSH->endNetwork();
- if(!settings["session"]["headless"].Bool())
- {
- if(CSH->client)
- CSH->endGameplay();
- GH.windows().clear();
- }
- vstd::clear_pointer(CSH);
- CMM.reset();
- if(!settings["session"]["headless"].Bool())
- {
- // cleanup, mostly to remove false leaks from analyzer
- if(CCS)
- {
- delete CCS->consoleh;
- delete CCS->curh;
- delete CCS->videoh;
- delete CCS->musich;
- delete CCS->soundh;
- vstd::clear_pointer(CCS);
- }
- CMessage::dispose();
- vstd::clear_pointer(graphics);
- }
- vstd::clear_pointer(VLC);
- // sometimes leads to a hang. TODO: investigate
- //vstd::clear_pointer(console);// should be removed after everything else since used by logging
- if(!settings["session"]["headless"].Bool())
- GH.screenHandler().close();
- if(logConfig != nullptr)
- {
- logConfig->deconfigure();
- delete logConfig;
- logConfig = nullptr;
- }
- std::cout << "Ending...\n";
- quitApplicationImmediately(0);
- }
- void handleQuit(bool ask)
- {
- if(!ask)
- {
- if(settings["session"]["headless"].Bool())
- {
- headlessQuit = true;
- }
- else
- {
- quitApplication();
- }
- return;
- }
- // FIXME: avoids crash if player attempts to close game while opening is still playing
- // use cursor handler as indicator that loading is not done yet
- // proper solution would be to abort init thread (or wait for it to finish)
- if (!CCS->curh)
- {
- quitApplicationImmediately(0);
- }
- if (LOCPLINT)
- LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, nullptr);
- else
- CInfoWindow::showYesNoDialog(CGI->generaltexth->allTexts[69], {}, quitApplication, {}, PlayerColor(1));
- }
- /// Notify user about encountered fatal error and terminate the game
- /// TODO: decide on better location for this method
- void handleFatalError(const std::string & message, bool terminate)
- {
- logGlobal->error("FATAL ERROR ENCOUNTERED, VCMI WILL NOW TERMINATE");
- logGlobal->error("Reason: %s", message);
- std::string messageToShow = "Fatal error! " + message;
- SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error!", messageToShow.c_str(), nullptr);
- if (terminate)
- throw std::runtime_error(message);
- else
- quitApplicationImmediately(1);
- }
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