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vcmi/server/CVCMIServer.cpp

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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 <boost/asio.hpp>
#include "../lib/filesystem/Filesystem.h"
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#include "../lib/campaign/CampaignState.h"
#include "../lib/CThreadHelper.h"
#include "../lib/serializer/Connection.h"
#include "../lib/CArtHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CCreatureHandler.h"
#include "zlib.h"
#include "CVCMIServer.h"
#include "../lib/StartInfo.h"
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#include "../lib/mapping/CMapHeader.h"
#include "../lib/rmg/CMapGenOptions.h"
#include "LobbyNetPackVisitors.h"
#ifdef VCMI_ANDROID
#include <jni.h>
#include <android/log.h>
#include "lib/CAndroidVMHelper.h"
#endif
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "CGameHandler.h"
#include "processors/PlayerMessageProcessor.h"
#include "../lib/mapping/CMapInfo.h"
#include "../lib/GameConstants.h"
#include "../lib/logging/CBasicLogConfigurator.h"
#include "../lib/CConfigHandler.h"
#include "../lib/ScopeGuard.h"
#include "../lib/serializer/CMemorySerializer.h"
#include "../lib/serializer/Cast.h"
#include "../lib/UnlockGuard.h"
// for applier
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#include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
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// UUID generation
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include "../lib/gameState/CGameState.h"
template<typename T> class CApplyOnServer;
class CBaseForServerApply
{
public:
virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
virtual void applyOnServerAfter(CVCMIServer * srv, void * 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, void * pack) const override
{
T * ptr = static_cast<T *>(pack);
ClientPermissionsCheckerNetPackVisitor checker(*srv);
ptr->visit(checker);
if(checker.getResult())
{
boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
ApplyOnServerNetPackVisitor applier(*srv);
ptr->visit(applier);
return applier.getResult();
}
else
return false;
}
void applyOnServerAfter(CVCMIServer * srv, void * 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, void * pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
return false;
}
void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
}
};
std::string SERVER_NAME_AFFIX = "server";
std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
: port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
{
uuid = boost::uuids::to_string(boost::uuids::random_generator()());
logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
applier = std::make_shared<CApplier<CBaseForServerApply>>();
registerTypesLobbyPacks(*applier);
if(cmdLineOptions.count("port"))
port = cmdLineOptions["port"].as<ui16>();
logNetwork->info("Port %d will be used", port);
try
{
acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
}
catch(...)
{
logNetwork->info("Port %d is busy, trying to use random port instead", port);
if(cmdLineOptions.count("run-by-client"))
{
logNetwork->error("Port must be specified when run-by-client is used!!");
exit(0);
}
acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
port = acceptor->local_endpoint().port();
}
logNetwork->info("Listening for connections at port %d", port);
}
CVCMIServer::~CVCMIServer()
{
announceQueue.clear();
if(announceLobbyThread)
announceLobbyThread->join();
}
void CVCMIServer::setState(EServerState value)
{
state.store(value);
}
EServerState CVCMIServer::getState() const
{
return state.load();
}
void CVCMIServer::run()
{
if(!restartGameplay)
{
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this->announceLobbyThread = std::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
startAsyncAccept();
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if(!remoteConnectionsThread && cmdLineOptions.count("lobby"))
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{
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remoteConnectionsThread = std::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
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}
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#if defined(VCMI_ANDROID)
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#ifndef SINGLE_PROCESS_APP
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CAndroidVMHelper vmHelper;
vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
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#endif
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#endif
}
while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
logNetwork->info("Thread handling connections ended");
if(state == EServerState::GAMEPLAY)
{
gh->run(si->mode == StartInfo::LOAD_GAME);
}
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while(state == EServerState::GAMEPLAY_ENDED)
boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
}
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void CVCMIServer::establishRemoteConnections()
{
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setThreadName("establishConnection");
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//wait for host connection
while(connections.empty())
boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
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uuid = cmdLineOptions["lobby-uuid"].as<std::string>();
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int numOfConnections = cmdLineOptions["connections"].as<ui16>();
for(int i = 0; i < numOfConnections; ++i)
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connectToRemote();
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}
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void CVCMIServer::connectToRemote()
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{
std::shared_ptr<CConnection> c;
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try
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{
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auto address = cmdLineOptions["lobby"].as<std::string>();
int port = cmdLineOptions["lobby-port"].as<ui16>();
logNetwork->info("Establishing connection to remote at %s:%d with uuid %s", address, port, uuid);
c = std::make_shared<CConnection>(address, port, SERVER_NAME, uuid);
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}
catch(...)
{
logNetwork->error("\nCannot establish remote connection!");
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}
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if(c)
{
connections.insert(c);
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remoteConnections.insert(c);
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c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
}
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}
void CVCMIServer::threadAnnounceLobby()
{
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setThreadName("announceLobby");
while(state != EServerState::SHUTDOWN)
{
{
boost::unique_lock<boost::recursive_mutex> myLock(mx);
while(!announceQueue.empty())
{
announcePack(std::move(announceQueue.front()));
announceQueue.pop_front();
}
if(acceptor)
{
io->reset();
io->poll();
}
}
boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
}
}
void CVCMIServer::prepareToRestart()
{
if(state == EServerState::GAMEPLAY)
{
restartGameplay = true;
* si = * gh->gs->initialOpts;
si->seedToBeUsed = si->seedPostInit = 0;
state = 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);
}
// FIXME: dirry hack to make sure old CGameHandler::run is finished
boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
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}
for(auto c : connections)
{
c->enterLobbyConnectionMode();
c->disableStackSendingByID();
}
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
gh = nullptr;
}
bool CVCMIServer::prepareToStartGame()
{
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Load::ProgressAccumulator progressTracking;
Load::Progress current(1);
progressTracking.include(current);
Load::Type currentProgress = std::numeric_limits<Load::Type>::max();
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auto progressTrackingThread = boost::thread([this, &progressTracking, &currentProgress]()
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{
while(!progressTracking.finished())
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{
if(progressTracking.get() != currentProgress)
{
currentProgress = progressTracking.get();
std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
loadProgress->progress = currentProgress;
addToAnnounceQueue(std::move(loadProgress));
}
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boost::this_thread::sleep(boost::posix_time::milliseconds(50));
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}
});
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gh = std::make_shared<CGameHandler>(this);
switch(si->mode)
{
case StartInfo::CAMPAIGN:
logNetwork->info("Preparing to start new campaign");
si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
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si->fileURI = mi->fileURI;
si->campState->setCurrentMap(campaignMap);
si->campState->setCurrentMapBonus(campaignBonus);
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gh->init(si.get(), progressTracking);
break;
case StartInfo::NEW_GAME:
logNetwork->info("Preparing to start new game");
si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
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si->fileURI = mi->fileURI;
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gh->init(si.get(), progressTracking);
break;
case StartInfo::LOAD_GAME:
logNetwork->info("Preparing to start loaded game");
if(!gh->load(si->mapname))
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{
current.finish();
progressTrackingThread.join();
return false;
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}
break;
default:
logNetwork->error("Wrong mode in StartInfo!");
assert(0);
break;
}
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current.finish();
progressTrackingThread.join();
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return true;
}
void CVCMIServer::startGameImmidiately()
{
for(auto c : connections)
c->enterGameplayConnectionMode(gh->gs);
state = EServerState::GAMEPLAY;
}
void CVCMIServer::startAsyncAccept()
{
assert(!upcomingConnection);
assert(acceptor);
#if BOOST_VERSION >= 107000 // Boost version >= 1.70
upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
#else
upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
#endif
acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
}
void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
{
if(ec)
{
if(state != EServerState::SHUTDOWN)
logNetwork->info("Something wrong during accepting: %s", ec.message());
return;
}
try
{
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if(state == EServerState::LOBBY || !hangingConnections.empty())
{
logNetwork->info("We got a new connection! :)");
auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
upcomingConnection.reset();
connections.insert(c);
c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
}
}
catch(std::exception & e)
{
logNetwork->error("Failure processing new connection! %s", e.what());
upcomingConnection.reset();
}
startAsyncAccept();
}
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)
{
}
virtual bool callTyped() override { return false; }
virtual void visitForLobby(CPackForLobby & packForLobby) override
{
handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
}
virtual void visitForServer(CPackForServer & serverPack) override
{
if (gh)
gh->handleReceivedPack(&serverPack);
else
logNetwork->error("Received pack for game server while in lobby!");
}
virtual void visitForClient(CPackForClient & clientPack) override
{
}
};
void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
{
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setThreadName("handleClient");
c->enterLobbyConnectionMode();
while(c->connected)
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{
CPack * pack;
try
{
pack = c->retrievePack();
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pack->c = c;
}
catch(boost::system::system_error & e)
{
if (e.code() == boost::asio::error::eof)
logNetwork->error("Network error receiving a pack. Connection has been closed");
else
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logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
hangingConnections.insert(c);
connections.erase(c);
if(connections.empty() || hostClient == c)
state = EServerState::SHUTDOWN;
if(gh && state == EServerState::GAMEPLAY)
{
gh->handleClientDisconnection(c);
}
break;
}
CVCMIServerPackVisitor visitor(*this, this->gh);
pack->visit(visitor);
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}
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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if(c->connected)
{
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auto lcd = std::make_unique<LobbyClientDisconnected>();
lcd->c = c;
lcd->clientId = c->connectionID;
handleReceivedPack(std::move(lcd));
}
logNetwork->info("Thread listening for %s ended", c->toString());
c->handler.reset();
}
void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
{
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CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
if(apply->applyOnServerBefore(this, pack.get()))
addToAnnounceQueue(std::move(pack));
}
void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
{
for(auto c : connections)
{
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// 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;
c->sendPack(pack.get());
}
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applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
}
void CVCMIServer::announceMessage(const std::string & txt)
{
logNetwork->info("Show message: %s", txt);
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auto cm = std::make_unique<LobbyShowMessage>();
cm->message = txt;
addToAnnounceQueue(std::move(cm));
}
void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
{
logNetwork->info("%s says: %s", playerName, txt);
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auto cm = std::make_unique<LobbyChatMessage>();
cm->playerName = playerName;
cm->message = txt;
addToAnnounceQueue(std::move(cm));
}
void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
{
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
announceQueue.push_back(std::move(pack));
}
bool CVCMIServer::passHost(int toConnectionId)
{
for(auto c : connections)
{
if(isClientHost(c->connectionID))
continue;
if(c->connectionID != toConnectionId)
continue;
hostClient = c;
hostClientId = c->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, std::string uuid, StartInfo::EMode mode)
{
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if(state == EServerState::LOBBY)
c->connectionID = currentClientId++;
if(!hostClient)
{
hostClient = c;
hostClientId = c->connectionID;
si->mode = mode;
}
logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
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if(state == EServerState::LOBBY)
{
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for(auto & name : names)
{
logNetwork->info("Client %d player: %s", c->connectionID, name);
ui8 id = currentPlayerId++;
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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));
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//put new player in first slot with AI
for(auto & elem : si->playerInfos)
{
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if(elem.second.isControlledByAI() && !elem.second.compOnly)
{
setPlayerConnectedId(elem.second, id);
break;
}
}
}
}
}
void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
{
connections -= c;
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if(connections.empty() || hostClient == c)
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{
state = EServerState::SHUTDOWN;
return;
}
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PlayerReinitInterface startAiPack;
startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
for(auto it = playerNames.begin(); it != playerNames.end();)
{
if(it->second.connection != c->connectionID)
{
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++it;
continue;
}
int id = it->first;
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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);
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gh->connections[playerSettings->color].insert(hostClient);
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startAiPack.players.push_back(playerSettings->color);
}
}
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if(!startAiPack.players.empty())
gh->sendAndApply(&startAiPack);
}
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void CVCMIServer::reconnectPlayer(int connId)
{
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PlayerReinitInterface startAiPack;
startAiPack.playerConnectionId = connId;
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if(gh && si && state == 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);
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startAiPack.players.push_back(playerSettings->color);
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}
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if(!startAiPack.players.empty())
gh->sendAndApply(&startAiPack);
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}
}
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 = StartInfo::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 == StartInfo::NEW_GAME || si->mode == StartInfo::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;
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pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
pset.heroPortrait = pinfo.mainCustomHeroPortrait;
}
pset.handicap = PlayerSettings::NO_HANDICAP;
}
if(mi->isRandomMap && mapGenOpts)
si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
else
si->mapGenOptions.reset();
}
si->mapname = mi->fileURI;
}
void CVCMIServer::updateAndPropagateLobbyState()
{
boost::unique_lock<boost::mutex> stateLock(stateMutex);
// Update player settings for RMG
// TODO: find appropriate location for this code
if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
{
for(const auto & psetPair : si->playerInfos)
{
const auto & pset = psetPair.second;
si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
if(pset.isControlledByHuman())
{
si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
}
}
}
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auto lus = std::make_unique<LobbyUpdateState>();
lus->state = *this;
addToAnnounceQueue(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 appropiate 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;
}
}
}
}
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void CVCMIServer::setPlayerName(PlayerColor color, std::string name)
{
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if(color == PlayerColor::CANNOT_DETERMINE)
return;
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PlayerSettings & player = si->playerInfos.at(color);
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if(!player.isControlledByHuman())
return;
if(player.connectedPlayerIDs.empty())
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return;
int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
playerNames[nameID].name = name;
setPlayerConnectedId(player, nameID);
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}
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;
}
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static void handleCommandOptions(int argc, const char * argv[], boost::program_options::variables_map & options)
{
namespace po = boost::program_options;
po::options_description opts("Allowed options");
opts.add_options()
("help,h", "display help and exit")
("version,v", "display version information and exit")
("run-by-client", "indicate that server launched by client on same machine")
("uuid", po::value<std::string>(), "")
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("port", po::value<ui16>(), "port at which server will listen to connections from client")
("lobby", po::value<std::string>(), "address to remote lobby")
("lobby-port", po::value<ui16>(), "port at which server connect to remote lobby")
("lobby-uuid", po::value<std::string>(), "")
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("connections", po::value<ui16>(), "amount of connections to remote lobby");
if(argc > 1)
{
try
{
po::store(po::parse_command_line(argc, argv, opts), options);
}
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catch(boost::program_options::error & e)
{
std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
}
}
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#ifdef SINGLE_PROCESS_APP
options.emplace("run-by-client", po::variable_value{true, true});
#endif
po::notify(options);
#ifndef SINGLE_PROCESS_APP
if(options.count("help"))
{
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;
exit(0);
}
if(options.count("version"))
{
printf("%s\n", GameConstants::VCMI_VERSION.c_str());
std::cout << VCMIDirs::get().genHelpString();
exit(0);
}
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#endif
}
#ifdef SINGLE_PROCESS_APP
#define main server_main
#endif
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#if VCMI_ANDROID_DUAL_PROCESS
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void CVCMIServer::create()
{
const int argc = 1;
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const char * argv[argc] = { "android-server" };
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#else
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int main(int argc, const char * argv[])
{
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#endif
#if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
// 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
#ifndef VCMI_IOS
console = new CConsoleHandler();
#endif
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CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console);
logConfig.configureDefault();
logGlobal->info(SERVER_NAME);
boost::program_options::variables_map opts;
handleCommandOptions(argc, argv, opts);
preinitDLL(console);
logConfig.configure();
loadDLLClasses();
srand((ui32)time(nullptr));
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#ifdef SINGLE_PROCESS_APP
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boost::condition_variable * cond = reinterpret_cast<boost::condition_variable *>(const_cast<char *>(argv[0]));
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cond->notify_one();
#endif
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try
{
boost::asio::io_service io_service;
CVCMIServer server(opts);
try
{
while(server.getState() != EServerState::SHUTDOWN)
{
server.run();
}
io_service.run();
}
catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
{
logNetwork->error(e.what());
server.setState(EServerState::SHUTDOWN);
}
}
catch(boost::system::system_error & e)
{
logNetwork->error(e.what());
//catch any startup errors (e.g. can't access port) errors
//and return non-zero status so client can detect error
throw;
}
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#if VCMI_ANDROID_DUAL_PROCESS
CAndroidVMHelper envHelper;
envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
#endif
logConfig.deconfigure();
vstd::clear_pointer(VLC);
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#if !VCMI_ANDROID_DUAL_PROCESS
return 0;
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#endif
}
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#if VCMI_ANDROID_DUAL_PROCESS
extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_createServer(JNIEnv * env, jclass cls)
{
__android_log_write(ANDROID_LOG_INFO, "VCMI", "Got jni call to init server");
CAndroidVMHelper::cacheVM(env);
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CVCMIServer::create();
}
extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_initClassloader(JNIEnv * baseEnv, jclass cls)
{
CAndroidVMHelper::initClassloader(baseEnv);
}
#elif defined(SINGLE_PROCESS_APP)
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void CVCMIServer::create(boost::condition_variable * cond, const std::vector<std::string> & args)
{
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std::vector<const void *> argv = {cond};
for(auto & a : args)
argv.push_back(a.c_str());
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main(argv.size(), reinterpret_cast<const char **>(&*argv.begin()));
}
#ifdef VCMI_ANDROID
void CVCMIServer::reuseClientJNIEnv(void * jniEnv)
{
CAndroidVMHelper::initClassloader(jniEnv);
CAndroidVMHelper::alwaysUseLoadedClass = true;
}
#endif // VCMI_ANDROID
#endif // VCMI_ANDROID_DUAL_PROCESS