CVCMIServer.cpp 28 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 "CVCMIServer.h"
  12. #include "CGameHandler.h"
  13. #include "GlobalLobbyProcessor.h"
  14. #include "LobbyNetPackVisitors.h"
  15. #include "processors/PlayerMessageProcessor.h"
  16. #include "../lib/CThreadHelper.h"
  17. #include "../lib/GameLibrary.h"
  18. #include "../lib/campaign/CampaignState.h"
  19. #include "../lib/entities/hero/CHeroHandler.h"
  20. #include "../lib/entities/hero/CHeroClass.h"
  21. #include "../lib/gameState/CGameState.h"
  22. #include "../lib/mapping/CMapInfo.h"
  23. #include "../lib/mapping/CMapHeader.h"
  24. #include "../lib/rmg/CMapGenOptions.h"
  25. #include "../lib/serializer/CMemorySerializer.h"
  26. #include "../lib/serializer/Connection.h"
  27. #include "../lib/texts/CGeneralTextHandler.h"
  28. // UUID generation
  29. #include <boost/uuid/uuid.hpp>
  30. #include <boost/uuid/uuid_io.hpp>
  31. #include <boost/uuid/uuid_generators.hpp>
  32. #include <boost/program_options.hpp>
  33. class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
  34. {
  35. private:
  36. CVCMIServer & handler;
  37. std::shared_ptr<CGameHandler> gh;
  38. std::shared_ptr<CConnection> connection;
  39. public:
  40. CVCMIServerPackVisitor(CVCMIServer & handler, const std::shared_ptr<CGameHandler> & gh, const std::shared_ptr<CConnection> & connection)
  41. : handler(handler)
  42. , gh(gh)
  43. , connection(connection)
  44. {
  45. }
  46. bool callTyped() override { return false; }
  47. void visitForLobby(CPackForLobby & packForLobby) override
  48. {
  49. handler.handleReceivedPack(connection, packForLobby);
  50. }
  51. void visitForServer(CPackForServer & serverPack) override
  52. {
  53. if (gh)
  54. gh->handleReceivedPack(connection, serverPack);
  55. else
  56. logNetwork->error("Received pack for game server while in lobby!");
  57. }
  58. void visitForClient(CPackForClient & clientPack) override
  59. {
  60. }
  61. };
  62. CVCMIServer::CVCMIServer(uint16_t port, bool runByClient)
  63. : currentClientId(1)
  64. , currentPlayerId(1)
  65. , port(port)
  66. , runByClient(runByClient)
  67. {
  68. uuid = boost::uuids::to_string(boost::uuids::random_generator()());
  69. logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
  70. networkHandler = INetworkHandler::createHandler();
  71. }
  72. CVCMIServer::~CVCMIServer() = default;
  73. uint16_t CVCMIServer::prepare(bool connectToLobby, bool listenForConnections) {
  74. if(connectToLobby) {
  75. lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
  76. return 0;
  77. } else {
  78. return startAcceptingIncomingConnections(listenForConnections);
  79. }
  80. }
  81. uint16_t CVCMIServer::startAcceptingIncomingConnections(bool listenForConnections)
  82. {
  83. networkServer = networkHandler->createServerTCP(*this);
  84. port
  85. ? logNetwork->info("Port %d will be used", port)
  86. : logNetwork->info("Randomly assigned port will be used");
  87. // config port may be 0 => srvport will contain the OS-assigned port value
  88. if (listenForConnections)
  89. {
  90. auto srvport = networkServer->start(port);
  91. logNetwork->info("Listening for connections at port %d", srvport);
  92. return srvport;
  93. }
  94. else
  95. return 0;
  96. }
  97. void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
  98. {
  99. if(getState() == EServerState::LOBBY)
  100. {
  101. activeConnections.push_back(std::make_shared<CConnection>(connection));
  102. activeConnections.back()->enterLobbyConnectionMode();
  103. }
  104. else
  105. {
  106. // TODO: reconnection support
  107. connection->close();
  108. }
  109. }
  110. void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  111. {
  112. std::shared_ptr<CConnection> c = findConnection(connection);
  113. if (c == nullptr)
  114. throw std::out_of_range("Unknown connection received in CVCMIServer::findConnection");
  115. auto pack = c->retrievePack(message);
  116. CVCMIServerPackVisitor visitor(*this, this->gh, c);
  117. pack->visit(visitor);
  118. }
  119. void CVCMIServer::setState(EServerState value)
  120. {
  121. if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
  122. logGlobal->warn("Attempt to shutdown already shutdown server!");
  123. // do not attempt to restart dying server
  124. assert(state != EServerState::SHUTDOWN || state == value);
  125. state = value;
  126. if (state == EServerState::SHUTDOWN)
  127. networkHandler->stop();
  128. }
  129. EServerState CVCMIServer::getState() const
  130. {
  131. return state;
  132. }
  133. std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
  134. {
  135. for(const auto & gameConnection : activeConnections)
  136. {
  137. if (gameConnection->isMyConnection(netConnection))
  138. return gameConnection;
  139. }
  140. return nullptr;
  141. }
  142. bool CVCMIServer::wasStartedByClient() const
  143. {
  144. return runByClient;
  145. }
  146. void CVCMIServer::run()
  147. {
  148. networkHandler->run();
  149. }
  150. void CVCMIServer::onTimer()
  151. {
  152. // we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
  153. if (getState() != EServerState::GAMEPLAY)
  154. return;
  155. static const auto serverUpdateInterval = std::chrono::milliseconds(100);
  156. auto timeNow = std::chrono::steady_clock::now();
  157. auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
  158. auto timePassedNow = timeNow - gameplayStartTime;
  159. lastTimerUpdateTime = timeNow;
  160. auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
  161. auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
  162. auto msDelta = msPassedNow - msPassedBefore;
  163. if (msDelta.count())
  164. gh->tick(msDelta.count());
  165. networkHandler->createTimer(*this, serverUpdateInterval);
  166. }
  167. void CVCMIServer::prepareToRestart()
  168. {
  169. if(getState() != EServerState::GAMEPLAY)
  170. {
  171. assert(0);
  172. return;
  173. }
  174. * si = * gh->gs->getInitialStartInfo();
  175. setState(EServerState::LOBBY);
  176. if (si->campState)
  177. {
  178. assert(si->campState->currentScenario().has_value());
  179. campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
  180. campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
  181. }
  182. for(auto activeConnection : activeConnections)
  183. activeConnection->enterLobbyConnectionMode();
  184. gh = nullptr;
  185. }
  186. bool CVCMIServer::prepareToStartGame()
  187. {
  188. Load::ProgressAccumulator progressTracking;
  189. Load::Progress current(1);
  190. progressTracking.include(current);
  191. if (lobbyProcessor)
  192. lobbyProcessor->sendGameStarted();
  193. auto progressTrackingThread = std::thread([this, &progressTracking]()
  194. {
  195. setThreadName("progressTrackingThread");
  196. auto currentProgress = std::numeric_limits<Load::Type>::max();
  197. while(!progressTracking.finished())
  198. {
  199. if(progressTracking.get() != currentProgress)
  200. {
  201. //FIXME: UNGUARDED MULTITHREADED ACCESS!!!
  202. currentProgress = progressTracking.get();
  203. LobbyLoadProgress loadProgress;
  204. loadProgress.progress = currentProgress;
  205. announcePack(loadProgress);
  206. }
  207. std::this_thread::sleep_for(std::chrono::milliseconds(50));
  208. }
  209. });
  210. gh = std::make_shared<CGameHandler>(this);
  211. switch(si->mode)
  212. {
  213. case EStartMode::CAMPAIGN:
  214. logNetwork->info("Preparing to start new campaign");
  215. si->startTime = std::time(nullptr);
  216. si->fileURI = mi->fileURI;
  217. si->campState->setCurrentMap(campaignMap);
  218. si->campState->setCurrentMapBonus(campaignBonus);
  219. gh->init(si.get(), progressTracking);
  220. break;
  221. case EStartMode::NEW_GAME:
  222. logNetwork->info("Preparing to start new game");
  223. si->startTime = std::time(nullptr);
  224. si->fileURI = mi->fileURI;
  225. gh->init(si.get(), progressTracking);
  226. break;
  227. case EStartMode::LOAD_GAME:
  228. logNetwork->info("Preparing to start loaded game");
  229. if(!gh->load(si->mapname))
  230. {
  231. current.finish();
  232. progressTrackingThread.join();
  233. return false;
  234. }
  235. break;
  236. default:
  237. logNetwork->error("Wrong mode in StartInfo!");
  238. assert(0);
  239. break;
  240. }
  241. current.finish();
  242. progressTrackingThread.join();
  243. return true;
  244. }
  245. void CVCMIServer::startGameImmediately()
  246. {
  247. for(auto activeConnection : activeConnections)
  248. activeConnection->setCallback(gh->gameInfo());
  249. gh->start(si->mode == EStartMode::LOAD_GAME);
  250. setState(EServerState::GAMEPLAY);
  251. lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
  252. onTimer();
  253. multiplayerWelcomeMessage();
  254. }
  255. void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  256. {
  257. logNetwork->error("Network error receiving a pack. Connection has been closed");
  258. std::shared_ptr<CConnection> c = findConnection(connection);
  259. // player may have already disconnected via clientDisconnected call
  260. if (c)
  261. {
  262. LobbyClientDisconnected lcd;
  263. lcd.clientId = c->connectionID;
  264. handleReceivedPack(c, lcd);
  265. }
  266. }
  267. void CVCMIServer::handleReceivedPack(std::shared_ptr<CConnection> connection, CPackForLobby & pack)
  268. {
  269. ClientPermissionsCheckerNetPackVisitor checker(*this, connection);
  270. pack.visit(checker);
  271. if(checker.getResult())
  272. {
  273. ApplyOnServerNetPackVisitor applier(*this, connection);
  274. pack.visit(applier);
  275. if (applier.getResult())
  276. announcePack(pack);
  277. }
  278. }
  279. void CVCMIServer::announcePack(CPackForLobby & pack)
  280. {
  281. for(auto activeConnection : activeConnections)
  282. {
  283. // FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
  284. // Until UUID set we only pass LobbyClientConnected to this client
  285. //if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
  286. // continue;
  287. activeConnection->sendPack(pack);
  288. }
  289. ApplyOnServerAfterAnnounceNetPackVisitor applier(*this);
  290. pack.visit(applier);
  291. }
  292. void CVCMIServer::announceMessage(const MetaString & txt)
  293. {
  294. logNetwork->info("Show message: %s", txt.toString());
  295. LobbyShowMessage cm;
  296. cm.message = txt;
  297. announcePack(cm);
  298. }
  299. void CVCMIServer::announceMessage(const std::string & txt)
  300. {
  301. MetaString str;
  302. str.appendRawString(txt);
  303. announceMessage(str);
  304. }
  305. void CVCMIServer::announceTxt(const MetaString & txt, const std::string & playerName)
  306. {
  307. logNetwork->info("%s says: %s", playerName, txt.toString());
  308. LobbyChatMessage cm;
  309. cm.playerName = playerName;
  310. cm.message = txt;
  311. announcePack(cm);
  312. }
  313. void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
  314. {
  315. MetaString str;
  316. str.appendRawString(txt);
  317. announceTxt(str, playerName);
  318. }
  319. bool CVCMIServer::passHost(int toConnectionId)
  320. {
  321. for(auto activeConnection : activeConnections)
  322. {
  323. if(isClientHost(activeConnection->connectionID))
  324. continue;
  325. if(activeConnection->connectionID != toConnectionId)
  326. continue;
  327. hostClientId = activeConnection->connectionID;
  328. announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
  329. return true;
  330. }
  331. return false;
  332. }
  333. void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
  334. {
  335. assert(getState() == EServerState::LOBBY);
  336. c->connectionID = currentClientId++;
  337. c->uuid = uuid;
  338. if(hostClientId == -1)
  339. {
  340. hostClientId = c->connectionID;
  341. si->mode = mode;
  342. }
  343. logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
  344. for(auto & name : names)
  345. {
  346. logNetwork->info("Client %d player: %s", c->connectionID, name);
  347. ui8 id = currentPlayerId++;
  348. ClientPlayer cp;
  349. cp.connection = c->connectionID;
  350. cp.name = name;
  351. playerNames.try_emplace(id, cp);
  352. announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
  353. //put new player in first slot with AI
  354. for(auto & elem : si->playerInfos)
  355. {
  356. if(elem.second.isControlledByAI() && !elem.second.compOnly)
  357. {
  358. setPlayerConnectedId(elem.second, id);
  359. break;
  360. }
  361. }
  362. }
  363. }
  364. void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
  365. {
  366. assert(vstd::contains(activeConnections, connection));
  367. logGlobal->trace("Received disconnection request");
  368. vstd::erase(activeConnections, connection);
  369. if(activeConnections.empty() || hostClientId == connection->connectionID)
  370. {
  371. setState(EServerState::SHUTDOWN);
  372. return;
  373. }
  374. if(gh && getState() == EServerState::GAMEPLAY)
  375. {
  376. gh->handleClientDisconnection(connection);
  377. }
  378. }
  379. void CVCMIServer::reconnectPlayer(int connId)
  380. {
  381. PlayerReinitInterface startAiPack;
  382. startAiPack.playerConnectionId = connId;
  383. if(gh && si && getState() == EServerState::GAMEPLAY)
  384. {
  385. for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
  386. {
  387. if(it->second.connection != connId)
  388. continue;
  389. int id = it->first;
  390. auto * playerSettings = si->getPlayersSettings(id);
  391. if(!playerSettings)
  392. continue;
  393. std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
  394. gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
  395. startAiPack.players.push_back(playerSettings->color);
  396. }
  397. if(!startAiPack.players.empty())
  398. gh->sendAndApply(startAiPack);
  399. }
  400. }
  401. void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
  402. {
  403. if(vstd::contains(playerNames, player))
  404. pset.name = playerNames.find(player)->second.name;
  405. else
  406. pset.name = LIBRARY->generaltexth->allTexts[468]; //Computer
  407. pset.connectedPlayerIDs.clear();
  408. if(player != PlayerSettings::PLAYER_AI)
  409. pset.connectedPlayerIDs.insert(player);
  410. }
  411. void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
  412. {
  413. mi = mapInfo;
  414. if(!mi)
  415. return;
  416. auto namesIt = playerNames.cbegin();
  417. si->playerInfos.clear();
  418. if(mi->scenarioOptionsOfSave)
  419. {
  420. si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
  421. si->mode = EStartMode::LOAD_GAME;
  422. if(si->campState)
  423. campaignMap = si->campState->currentScenario().value();
  424. for(auto & ps : si->playerInfos)
  425. {
  426. if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
  427. {
  428. setPlayerConnectedId(ps.second, namesIt++->first);
  429. }
  430. else
  431. {
  432. setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
  433. }
  434. }
  435. }
  436. else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
  437. {
  438. if(mi->campaign)
  439. return;
  440. for(int i = 0; i < mi->mapHeader->players.size(); i++)
  441. {
  442. const PlayerInfo & pinfo = mi->mapHeader->players[i];
  443. //neither computer nor human can play - no player
  444. if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
  445. continue;
  446. PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
  447. pset.color = PlayerColor(i);
  448. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  449. {
  450. setPlayerConnectedId(pset, namesIt++->first);
  451. }
  452. else
  453. {
  454. setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
  455. if(!pinfo.canHumanPlay)
  456. {
  457. pset.compOnly = true;
  458. }
  459. }
  460. pset.castle = pinfo.defaultCastle();
  461. pset.hero = pinfo.defaultHero();
  462. if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
  463. {
  464. pset.hero = pinfo.mainCustomHeroId;
  465. pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
  466. pset.heroPortrait = pinfo.mainCustomHeroPortrait;
  467. }
  468. }
  469. if(mi->isRandomMap && mapGenOpts)
  470. si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
  471. else
  472. si->mapGenOptions.reset();
  473. }
  474. if (lobbyProcessor)
  475. {
  476. std::string roomDescription;
  477. if (si->mapGenOptions)
  478. {
  479. if (si->mapGenOptions->getMapTemplate())
  480. roomDescription = si->mapGenOptions->getMapTemplate()->getName();
  481. // else - no template selected.
  482. // TODO: handle this somehow?
  483. }
  484. else
  485. roomDescription = mi->getNameTranslated();
  486. lobbyProcessor->sendChangeRoomDescription(roomDescription);
  487. }
  488. si->mapname = mi->fileURI;
  489. }
  490. void CVCMIServer::updateAndPropagateLobbyState()
  491. {
  492. // Update player settings for RMG
  493. // TODO: find appropriate location for this code
  494. if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
  495. {
  496. for(const auto & psetPair : si->playerInfos)
  497. {
  498. const auto & pset = psetPair.second;
  499. si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
  500. si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
  501. if(pset.isControlledByHuman())
  502. {
  503. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
  504. }
  505. else
  506. {
  507. si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::AI);
  508. }
  509. }
  510. }
  511. LobbyUpdateState lus;
  512. lus.state = *static_cast<LobbyState*>(this);
  513. announcePack(lus);
  514. }
  515. void CVCMIServer::setPlayer(PlayerColor clickedColor)
  516. {
  517. struct PlayerToRestore
  518. {
  519. PlayerColor color;
  520. int id;
  521. void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
  522. PlayerToRestore(){ reset(); }
  523. };
  524. PlayerToRestore playerToRestore;
  525. PlayerSettings & clicked = si->playerInfos[clickedColor];
  526. //identify clicked player
  527. int clickedNameID = 0; //number of player - zero means AI, assume it initially
  528. if(clicked.isControlledByHuman())
  529. clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  530. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  531. {
  532. PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
  533. setPlayerConnectedId(restPos, playerToRestore.id);
  534. playerToRestore.reset();
  535. }
  536. int newPlayer; //which player will take clicked position
  537. //who will be put here?
  538. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  539. {
  540. newPlayer = getIdOfFirstUnallocatedPlayer();
  541. if(!newPlayer) //no "free" player -> get just first one
  542. newPlayer = playerNames.begin()->first;
  543. }
  544. else //human clicked -> take next
  545. {
  546. auto i = playerNames.find(clickedNameID); //clicked one
  547. i++; //player AFTER clicked one
  548. if(i != playerNames.end())
  549. newPlayer = i->first;
  550. else
  551. newPlayer = 0; //AI if we scrolled through all players
  552. }
  553. setPlayerConnectedId(clicked, newPlayer); //put player
  554. //if that player was somewhere else, we need to replace him with computer
  555. if(newPlayer) //not AI
  556. {
  557. for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
  558. {
  559. int curNameID = *(i->second.connectedPlayerIDs.begin());
  560. if(i->first != clickedColor && curNameID == newPlayer)
  561. {
  562. assert(i->second.connectedPlayerIDs.size());
  563. playerToRestore.color = i->first;
  564. playerToRestore.id = newPlayer;
  565. setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
  566. break;
  567. }
  568. }
  569. }
  570. }
  571. void CVCMIServer::setPlayerName(PlayerColor color, const std::string & name)
  572. {
  573. if(color == PlayerColor::CANNOT_DETERMINE)
  574. return;
  575. PlayerSettings & player = si->playerInfos.at(color);
  576. if(!player.isControlledByHuman())
  577. return;
  578. if(player.connectedPlayerIDs.empty())
  579. return;
  580. int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropriate ID
  581. playerNames[nameID].name = name;
  582. setPlayerConnectedId(player, nameID);
  583. }
  584. void CVCMIServer::setPlayerHandicap(PlayerColor color, Handicap handicap)
  585. {
  586. if(color == PlayerColor::CANNOT_DETERMINE)
  587. return;
  588. si->playerInfos[color].handicap = handicap;
  589. int humanPlayer = 0;
  590. for (const auto & pi : si->playerInfos)
  591. if(pi.second.isControlledByHuman())
  592. humanPlayer++;
  593. if(humanPlayer < 2) // Singleplayer
  594. return;
  595. MetaString str;
  596. str.appendTextID("vcmi.lobby.handicap");
  597. str.appendRawString(" ");
  598. str.appendName(color);
  599. str.appendRawString(":");
  600. if(handicap.startBonus.empty() && handicap.percentIncome == 100 && handicap.percentGrowth == 100)
  601. {
  602. str.appendRawString(" ");
  603. str.appendTextID("core.genrltxt.523");
  604. announceTxt(str);
  605. return;
  606. }
  607. for(auto & res : EGameResID::ALL_RESOURCES())
  608. if(handicap.startBonus[res] != 0)
  609. {
  610. str.appendRawString(" ");
  611. str.appendName(res);
  612. str.appendRawString(":");
  613. str.appendRawString(std::to_string(handicap.startBonus[res]));
  614. }
  615. if(handicap.percentIncome != 100)
  616. {
  617. str.appendRawString(" ");
  618. str.appendTextID("core.jktext.32");
  619. str.appendRawString(":");
  620. str.appendRawString(std::to_string(handicap.percentIncome) + "%");
  621. }
  622. if(handicap.percentGrowth != 100)
  623. {
  624. str.appendRawString(" ");
  625. str.appendTextID("core.genrltxt.194");
  626. str.appendRawString(":");
  627. str.appendRawString(std::to_string(handicap.percentGrowth) + "%");
  628. }
  629. announceTxt(str);
  630. }
  631. void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
  632. {
  633. PlayerSettings & s = si->playerInfos[player];
  634. FactionID & cur = s.castle;
  635. auto & allowed = getPlayerInfo(player).allowedFactions;
  636. const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
  637. if(cur == FactionID::NONE) //no change
  638. return;
  639. if(cur == FactionID::RANDOM) //first/last available
  640. {
  641. if(dir > 0)
  642. cur = *allowed.begin(); //id of first town
  643. else
  644. cur = *allowed.rbegin(); //id of last town
  645. }
  646. else // next/previous available
  647. {
  648. if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
  649. {
  650. if(allowRandomTown)
  651. {
  652. cur = FactionID::RANDOM;
  653. }
  654. else
  655. {
  656. if(dir > 0)
  657. cur = *allowed.begin();
  658. else
  659. cur = *allowed.rbegin();
  660. }
  661. }
  662. else
  663. {
  664. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  665. auto iter = allowed.find(cur);
  666. std::advance(iter, dir);
  667. cur = *iter;
  668. }
  669. }
  670. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  671. {
  672. s.hero = HeroTypeID::RANDOM;
  673. }
  674. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  675. s.bonus = PlayerStartingBonus::RANDOM;
  676. }
  677. void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
  678. {
  679. PlayerSettings & s = si->playerInfos[player];
  680. FactionID & cur = s.castle;
  681. auto & allowed = getPlayerInfo(player).allowedFactions;
  682. if(cur == FactionID::NONE) //no change
  683. return;
  684. if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
  685. return;
  686. cur = static_cast<FactionID>(id);
  687. if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
  688. {
  689. s.hero = HeroTypeID::RANDOM;
  690. }
  691. if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
  692. s.bonus = PlayerStartingBonus::RANDOM;
  693. }
  694. void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
  695. {
  696. campaignMap = mapId;
  697. si->difficulty = si->campState->scenario(mapId).difficulty;
  698. campaignBonus = -1;
  699. updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
  700. }
  701. void CVCMIServer::setCampaignBonus(int bonusId)
  702. {
  703. campaignBonus = bonusId;
  704. const CampaignScenario & scenario = si->campState->scenario(campaignMap);
  705. const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
  706. if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
  707. {
  708. PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
  709. bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
  710. bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
  711. for(auto & elem : si->playerInfos)
  712. {
  713. if(elem.first == startingPlayer)
  714. setPlayerConnectedId(elem.second, 1);
  715. else
  716. setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
  717. }
  718. }
  719. }
  720. void CVCMIServer::optionNextHero(PlayerColor player, int dir)
  721. {
  722. PlayerSettings & s = si->playerInfos[player];
  723. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  724. return;
  725. if(s.hero == HeroTypeID::RANDOM) // first/last available
  726. {
  727. if (dir > 0)
  728. s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
  729. else
  730. s.hero = nextAllowedHero(player, HeroTypeID(LIBRARY->heroh->size()), dir);
  731. }
  732. else
  733. {
  734. s.hero = nextAllowedHero(player, s.hero, dir);
  735. }
  736. }
  737. void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
  738. {
  739. PlayerSettings & s = si->playerInfos[player];
  740. if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
  741. return;
  742. if(id == HeroTypeID::RANDOM)
  743. {
  744. s.hero = HeroTypeID::RANDOM;
  745. }
  746. if(canUseThisHero(player, id))
  747. s.hero = static_cast<HeroTypeID>(id);
  748. }
  749. HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
  750. {
  751. HeroTypeID first(initial.getNum() + direction);
  752. if(direction > 0)
  753. {
  754. for (auto i = first; i.getNum() < LIBRARY->heroh->size(); ++i)
  755. if(canUseThisHero(player, i))
  756. return i;
  757. }
  758. else
  759. {
  760. for (auto i = first; i.getNum() >= 0; --i)
  761. if(canUseThisHero(player, i))
  762. return i;
  763. }
  764. return HeroTypeID::RANDOM;
  765. }
  766. void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
  767. {
  768. PlayerSettings & s = si->playerInfos[player];
  769. s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
  770. if(s.hero == HeroTypeID::NONE &&
  771. getPlayerInfo(player).heroesNames.empty() &&
  772. s.bonus == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  773. {
  774. if(dir < 0)
  775. s.bonus = PlayerStartingBonus::RANDOM;
  776. else
  777. s.bonus = PlayerStartingBonus::GOLD;
  778. }
  779. if(s.bonus > PlayerStartingBonus::RESOURCE)
  780. s.bonus = PlayerStartingBonus::RANDOM;
  781. if(s.bonus < PlayerStartingBonus::RANDOM)
  782. s.bonus = PlayerStartingBonus::RESOURCE;
  783. if(s.castle == FactionID::RANDOM && s.bonus == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  784. {
  785. if(dir < 0)
  786. s.bonus = PlayerStartingBonus::GOLD;
  787. else
  788. s.bonus = PlayerStartingBonus::RANDOM;
  789. }
  790. }
  791. void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
  792. {
  793. PlayerSettings & s = si->playerInfos[player];
  794. if(s.hero == HeroTypeID::NONE &&
  795. !getPlayerInfo(player).heroesNames.size() &&
  796. id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
  797. return;
  798. if(id > PlayerStartingBonus::RESOURCE)
  799. return;
  800. if(id < PlayerStartingBonus::RANDOM)
  801. return;
  802. if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
  803. return;
  804. s.bonus = id;
  805. }
  806. bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
  807. {
  808. if (!ID.hasValue())
  809. return false;
  810. if (ID.getNum() >= LIBRARY->heroh->size())
  811. return false;
  812. if (si->playerInfos[player].castle != ID.toHeroType()->heroClass->faction)
  813. return false;
  814. if (vstd::contains(getUsedHeroes(), ID))
  815. return false;
  816. if (!mi->mapHeader->allowedHeroes.count(ID))
  817. return false;
  818. for (const auto & disposedHero : mi->mapHeader->disposedHeroes)
  819. if (disposedHero.heroId == ID && !disposedHero.players.count(player))
  820. return false;
  821. return true;
  822. }
  823. std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
  824. {
  825. std::vector<HeroTypeID> heroIds;
  826. for(const auto & p : si->playerInfos)
  827. {
  828. const auto & heroes = getPlayerInfo(p.first).heroesNames;
  829. for(const auto & hero : heroes)
  830. if(hero.heroId.hasValue())
  831. heroIds.push_back(hero.heroId);
  832. if(p.second.hero != HeroTypeID::RANDOM)
  833. heroIds.push_back(p.second.hero);
  834. }
  835. return heroIds;
  836. }
  837. ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
  838. {
  839. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  840. {
  841. if(!si->getPlayersSettings(i->first))
  842. return i->first;
  843. }
  844. return 0;
  845. }
  846. void CVCMIServer::multiplayerWelcomeMessage()
  847. {
  848. int humanPlayer = 0;
  849. for (const auto & pi : si->playerInfos)
  850. if(pi.second.isControlledByHuman())
  851. humanPlayer++;
  852. if(humanPlayer < 2) // Singleplayer
  853. return;
  854. gh->playerMessages->broadcastSystemMessage(MetaString::createFromTextID("vcmi.broadcast.command"));
  855. for (const auto & pi : si->playerInfos)
  856. if(!pi.second.handicap.startBonus.empty() || pi.second.handicap.percentIncome != 100 || pi.second.handicap.percentGrowth != 100)
  857. {
  858. MetaString str;
  859. str.appendTextID("vcmi.lobby.handicap");
  860. str.appendRawString(" ");
  861. str.appendName(pi.first);
  862. str.appendRawString(":");
  863. for(auto & res : EGameResID::ALL_RESOURCES())
  864. if(pi.second.handicap.startBonus[res] != 0)
  865. {
  866. str.appendRawString(" ");
  867. str.appendName(res);
  868. str.appendRawString(":");
  869. str.appendRawString(std::to_string(pi.second.handicap.startBonus[res]));
  870. }
  871. if(pi.second.handicap.percentIncome != 100)
  872. {
  873. str.appendRawString(" ");
  874. str.appendTextID("core.jktext.32");
  875. str.appendRawString(":");
  876. str.appendRawString(std::to_string(pi.second.handicap.percentIncome) + "%");
  877. }
  878. if(pi.second.handicap.percentGrowth != 100)
  879. {
  880. str.appendRawString(" ");
  881. str.appendTextID("core.genrltxt.194");
  882. str.appendRawString(":");
  883. str.appendRawString(std::to_string(pi.second.handicap.percentGrowth) + "%");
  884. }
  885. gh->playerMessages->broadcastSystemMessage(str);
  886. }
  887. std::vector<std::string> optionIds;
  888. if(si->extraOptionsInfo.cheatsAllowed)
  889. optionIds.emplace_back("vcmi.optionsTab.cheatAllowed.hover");
  890. if(si->extraOptionsInfo.unlimitedReplay)
  891. optionIds.emplace_back("vcmi.optionsTab.unlimitedReplay.hover");
  892. if(!optionIds.size()) // No settings to publish
  893. return;
  894. MetaString str;
  895. str.appendTextID("vcmi.optionsTab.extraOptions.hover");
  896. str.appendRawString(": ");
  897. for(int i = 0; i < optionIds.size(); i++)
  898. {
  899. str.appendTextID(optionIds[i]);
  900. if(i < optionIds.size() - 1)
  901. str.appendRawString(", ");
  902. }
  903. gh->playerMessages->broadcastSystemMessage(str);
  904. }
  905. INetworkHandler & CVCMIServer::getNetworkHandler()
  906. {
  907. return *networkHandler;
  908. }
  909. INetworkServer & CVCMIServer::getNetworkServer()
  910. {
  911. return *networkServer;
  912. }