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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00

Merged master into beta

This commit is contained in:
Ivan Savenko 2023-08-08 20:43:47 +03:00
commit 45215f12f3
19 changed files with 199 additions and 89 deletions

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@ -146,7 +146,7 @@ public class NativeMethods
public static void hapticFeedback()
{
final Context ctx = SDL.getContext();
if (Build.VERSION.SDK_INT >= 26) {
if (Build.VERSION.SDK_INT >= 29) {
((Vibrator) ctx.getSystemService(ctx.VIBRATOR_SERVICE)).vibrate(VibrationEffect.createPredefined(VibrationEffect.EFFECT_TICK));
} else {
((Vibrator) ctx.getSystemService(ctx.VIBRATOR_SERVICE)).vibrate(30);

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@ -133,6 +133,12 @@ public class ExportDataController extends LauncherSettingController<Void, Void>
}
}
if (exported == null)
{
publishProgress("Failed to copy file " + child.getName());
return false;
}
try(
final OutputStream targetStream = owner.getContentResolver()
.openOutputStream(exported.getUri());

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@ -81,7 +81,7 @@ public class FileUtil
{
if (file == null)
{
Log.e("Broken path given to fileutil");
Log.e("Broken path given to fileutil::ensureWriteable");
return false;
}
@ -99,6 +99,12 @@ public class FileUtil
public static boolean clearDirectory(final File dir)
{
if (dir == null || dir.listFiles() == null)
{
Log.e("Broken path given to fileutil::clearDirectory");
return false;
}
for (final File f : dir.listFiles())
{
if (f.isDirectory() && !clearDirectory(f))

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@ -38,6 +38,7 @@
#include <vstd/StringUtils.h>
#include <SDL_main.h>
#include <SDL.h>
#ifdef VCMI_ANDROID
#include "../lib/CAndroidVMHelper.h"
@ -255,24 +256,17 @@ int main(int argc, char * argv[])
logGlobal->debug("settings = %s", settings.toJsonNode().toJson());
// Some basic data validation to produce better error messages in cases of incorrect install
auto testFile = [](std::string filename, std::string message) -> bool
auto testFile = [](std::string filename, std::string message)
{
if (CResourceHandler::get()->existsResource(ResourceID(filename)))
return true;
logGlobal->error("Error: %s was not found!", message);
return false;
if (!CResourceHandler::get()->existsResource(ResourceID(filename)))
handleFatalError(message, false);
};
if (!testFile("DATA/HELP.TXT", "Heroes III data") ||
!testFile("MODS/VCMI/MOD.JSON", "VCMI data"))
{
exit(1); // These are unrecoverable errors
}
// these two are optional + some installs have them on CD and not in data directory
testFile("VIDEO/GOOD1A.SMK", "campaign movies");
testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds
testFile("DATA/HELP.TXT", "VCMI requires Heroes III: Shadow of Death or Heroes III: Complete data files to run!");
testFile("MODS/VCMI/MOD.JSON", "VCMI installation is corrupted! Built-in mod was not found!");
testFile("DATA/PLAYERS.PAL", "Heroes III data files are missing or corruped! Please reinstall them.");
testFile("SPRITES/DEFAULT.DEF", "Heroes III data files are missing or corruped! Please reinstall them.");
testFile("DATA/TENTCOLR.TXT", "Heroes III: Restoration of Erathia (including HD Edition) data files are not supported!");
srand ( (unsigned int)time(nullptr) );
@ -510,3 +504,18 @@ void handleQuit(bool ask)
quitApplication();
}
}
void handleFatalError(const std::string & message, bool terminate)
{
logGlobal->error("FATAL ERROR ENCOUTERED, 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
exit(1);
}

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@ -21,3 +21,7 @@ extern SDL_Surface *screen2; // and hlp surface (used to store not-active in
extern SDL_Surface *screenBuf; // points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
void handleQuit(bool ask = true);
/// Notify user about encoutered fatal error and terminate the game
/// TODO: decide on better location for this method
[[noreturn]] void handleFatalError(const std::string & message, bool terminate);

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@ -14,6 +14,7 @@
#include "CMusicHandler.h"
#include "CGameInfo.h"
#include "renderSDL/SDLRWwrapper.h"
#include "gui/CGuiHandler.h"
#include "../lib/JsonNode.h"
#include "../lib/GameConstants.h"
@ -185,9 +186,9 @@ int CSoundHandler::playSound(std::string sound, int repeats, bool cache)
Mix_FreeChunk(chunk);
}
else if (cache)
callbacks[channel];
initCallback(channel);
else
callbacks[channel] = [chunk](){ Mix_FreeChunk(chunk);};
initCallback(channel, [chunk](){ Mix_FreeChunk(chunk);});
}
else
channel = -1;
@ -237,28 +238,50 @@ void CSoundHandler::setChannelVolume(int channel, ui32 percent)
void CSoundHandler::setCallback(int channel, std::function<void()> function)
{
std::map<int, std::function<void()> >::iterator iter;
iter = callbacks.find(channel);
boost::unique_lock lockGuard(mutexCallbacks);
auto iter = callbacks.find(channel);
//channel not found. It may have finished so fire callback now
if(iter == callbacks.end())
function();
else
iter->second = function;
iter->second.push_back(function);
}
void CSoundHandler::soundFinishedCallback(int channel)
{
std::map<int, std::function<void()> >::iterator iter;
iter = callbacks.find(channel);
if (iter == callbacks.end())
boost::unique_lock lockGuard(mutexCallbacks);
if (callbacks.count(channel) == 0)
return;
auto callback = std::move(iter->second);
callbacks.erase(iter);
// store callbacks from container locally - SDL might reuse this channel for another sound
// but do actualy execution in separate thread, to avoid potential deadlocks in case if callback requires locks of its own
auto callback = callbacks.at(channel);
callbacks.erase(channel);
if (callback)
callback();
if (!callback.empty())
{
GH.dispatchMainThread([callback](){
for (auto entry : callback)
entry();
});
}
}
void CSoundHandler::initCallback(int channel)
{
boost::unique_lock lockGuard(mutexCallbacks);
assert(callbacks.count(channel) == 0);
callbacks[channel] = {};
}
void CSoundHandler::initCallback(int channel, const std::function<void()> & function)
{
boost::unique_lock lockGuard(mutexCallbacks);
assert(callbacks.count(channel) == 0);
callbacks[channel].push_back(function);
}
int CSoundHandler::ambientGetRange() const
@ -471,44 +494,32 @@ void CMusicHandler::setVolume(ui32 percent)
void CMusicHandler::musicFinishedCallback()
{
// boost::mutex::scoped_lock guard(mutex);
// FIXME: WORKAROUND FOR A POTENTIAL DEADLOCK
// call music restart in separate thread to avoid deadlock in some cases
// It is possible for:
// 1) SDL thread to call this method on end of playback
// 2) VCMI code to call queueNext() method to queue new file
// this leads to:
// 1) SDL thread waiting to acquire music lock in this method (while keeping internal SDL mutex locked)
// 2) VCMI thread waiting to acquire internal SDL mutex (while keeping music mutex locked)
// Because of that (and lack of clear way to fix that)
// We will try to acquire lock here and if failed - do nothing
// This may break music playback till next song is enqued but won't deadlock the game
if (!mutex.try_lock())
GH.dispatchMainThread([this]()
{
logGlobal->error("Failed to acquire mutex! Unable to restart music!");
return;
}
if (current.get() != nullptr)
{
// if music is looped, play it again
if (current->play())
boost::unique_lock lockGuard(mutex);
if (current.get() != nullptr)
{
mutex.unlock();
return;
// if music is looped, play it again
if (current->play())
return;
else
current.reset();
}
else
{
current.reset();
}
}
if (current.get() == nullptr && next.get() != nullptr)
{
current.reset(next.release());
current->play();
}
mutex.unlock();
if (current.get() == nullptr && next.get() != nullptr)
{
current.reset(next.release());
current->play();
}
});
}
MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped, bool fromStart):

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@ -45,9 +45,13 @@ private:
Mix_Chunk *GetSoundChunk(std::string &sound, bool cache);
//have entry for every currently active channel
//std::function will be nullptr if callback was not set
std::map<int, std::function<void()> > callbacks;
/// have entry for every currently active channel
/// vector will be empty if callback was not set
std::map<int, std::vector<std::function<void()>> > callbacks;
/// Protects access to callbacks member to avoid data races:
/// SDL calls sound finished callbacks from audio thread
boost::mutex mutexCallbacks;
int ambientDistToVolume(int distance) const;
void ambientStopSound(std::string soundId);
@ -58,6 +62,9 @@ private:
std::map<std::string, int> ambientChannels;
std::map<int, int> channelVolumes;
void initCallback(int channel, const std::function<void()> & function);
void initCallback(int channel);
public:
CSoundHandler();

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@ -572,7 +572,16 @@ void CServerHandler::sendRestartGame() const
void CServerHandler::sendStartGame(bool allowOnlyAI) const
{
verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
try
{
verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
}
catch (const std::exception & e)
{
showServerError( std::string("Unable to start map! Reason: ") + e.what());
return;
}
LobbyStartGame lsg;
if(client)
{
@ -696,7 +705,7 @@ void CServerHandler::startCampaignScenario(std::shared_ptr<CampaignState> cs)
});
}
void CServerHandler::showServerError(std::string txt)
void CServerHandler::showServerError(std::string txt) const
{
CInfoWindow::showInfoDialog(txt, {});
}

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@ -151,7 +151,7 @@ public:
void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
void endGameplay(bool closeConnection = true, bool restart = false);
void startCampaignScenario(std::shared_ptr<CampaignState> cs = {});
void showServerError(std::string txt);
void showServerError(std::string txt) const;
// TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
int howManyPlayerInterfaces();

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@ -523,6 +523,14 @@ uint8_t MapRendererObjects::checksum(IMapRendererContext & context, const int3 &
for(const auto & objectID : context.getObjects(coordinates))
{
const auto * objectInstance = context.getObject(objectID);
assert(objectInstance);
if(!objectInstance)
{
logGlobal->error("Stray map object that isn't fading");
continue;
}
size_t groupIndex = context.objectGroupIndex(objectInstance->id);
Point offsetPixels = context.objectImageOffset(objectInstance->id, coordinates);

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@ -126,24 +126,11 @@ void Graphics::initializeBattleGraphics()
}
Graphics::Graphics()
{
#if 0
std::vector<Task> tasks; //preparing list of graphics to load
tasks += std::bind(&Graphics::loadFonts,this);
tasks += std::bind(&Graphics::loadPaletteAndColors,this);
tasks += std::bind(&Graphics::initializeBattleGraphics,this);
tasks += std::bind(&Graphics::loadErmuToPicture,this);
tasks += std::bind(&Graphics::initializeImageLists,this);
CThreadHelper th(&tasks,std::max((ui32)1,boost::thread::hardware_concurrency()));
th.run();
#else
loadFonts();
loadPaletteAndColors();
initializeBattleGraphics();
loadErmuToPicture();
initializeImageLists();
#endif
//(!) do not load any CAnimation here
}

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@ -26,6 +26,12 @@
void CBitmapFont::loadModFont(const std::string & modName, const ResourceID & resource)
{
if (!CResourceHandler::get(modName)->existsResource(resource))
{
logGlobal->error("Failed to load font %s from mod %s", resource.getName(), modName);
return;
}
auto data = CResourceHandler::get(modName)->load(resource)->readAll();
std::string modLanguage = CGI->modh->getModLanguage(modName);
std::string modEncoding = Languages::getLanguageOptions(modLanguage).encoding;

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@ -80,6 +80,17 @@ SDL_Surface * CSDL_Ext::newSurface(int w, int h)
SDL_Surface * CSDL_Ext::newSurface(int w, int h, SDL_Surface * mod) //creates new surface, with flags/format same as in surface given
{
SDL_Surface * ret = SDL_CreateRGBSurface(0,w,h,mod->format->BitsPerPixel,mod->format->Rmask,mod->format->Gmask,mod->format->Bmask,mod->format->Amask);
if(ret == nullptr)
{
const char * error = SDL_GetError();
std::string messagePattern = "Failed to create SDL Surface of size %d x %d, %d bpp. Reason: %s";
std::string message = boost::str(boost::format(messagePattern) % w % h % mod->format->BitsPerPixel % error);
handleFatalError(message, true);
}
if (mod->format->palette)
{
assert(ret->format->palette);

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@ -264,7 +264,15 @@ void ScreenHandler::initializeWindow()
mainWindow = createWindow();
if(mainWindow == nullptr)
throw std::runtime_error("Unable to create window\n");
{
const char * error = SDL_GetError();
Point dimensions = getPreferredWindowResolution();
std::string messagePattern = "Failed to create SDL Window of size %d x %d. Reason: %s";
std::string message = boost::str(boost::format(messagePattern) % dimensions.x % dimensions.y % error);
handleFatalError(message, true);
}
//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
mainRenderer = SDL_CreateRenderer(mainWindow, getPreferredRenderingDriver(), 0);

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@ -849,7 +849,13 @@ void CCastleBuildings::enterCastleGate()
void CCastleBuildings::enterDwelling(int level)
{
assert(level >= 0 && level < town->creatures.size());
if (level < 0 || level >= town->creatures.size() || town->creatures[level].second.empty())
{
assert(0);
logGlobal->error("Attempt to enter into invalid dwelling of level %d in town %s (%s)", level, town->getNameTranslated(), town->town->faction->getNameTranslated());
return;
}
auto recruitCb = [=](CreatureID id, int count)
{
LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);

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@ -1183,11 +1183,19 @@ void CTownHandler::initializeRequirements()
{
if (node.Vector().size() > 1)
{
logMod->warn("Unexpected length of town buildings requirements: %d", node.Vector().size());
logMod->warn("Entry contains: ");
logMod->warn(node.toJson());
logMod->error("Unexpected length of town buildings requirements: %d", node.Vector().size());
logMod->error("Entry contains: ");
logMod->error(node.toJson());
}
return BuildingID(VLC->modh->identifiers.getIdentifier(requirement.town->getBuildingScope(), node.Vector()[0]).value());
auto index = VLC->modh->identifiers.getIdentifier(requirement.town->getBuildingScope(), node[0]);
if (!index.has_value())
{
logMod->error("Unknown building in town buildings: %s", node[0].String());
return BuildingID::NONE;
}
return BuildingID(index.value());
});
}
requirementsToLoad.clear();

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@ -71,7 +71,7 @@ std::string StartInfo::getCampaignName() const
void LobbyInfo::verifyStateBeforeStart(bool ignoreNoHuman) const
{
if(!mi || !mi->mapHeader)
throw std::domain_error("ExceptionMapMissing");
throw std::domain_error("There is no map to start!");
auto missingMods = CMapService::verifyMapHeaderMods(*mi->mapHeader);
CModHandler::Incompatibility::ModList modList;
@ -88,12 +88,12 @@ void LobbyInfo::verifyStateBeforeStart(bool ignoreNoHuman) const
break;
if(i == si->playerInfos.cend() && !ignoreNoHuman)
throw std::domain_error("ExceptionNoHuman");
throw std::domain_error("There is no human player on map");
if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
{
if(!si->mapGenOptions->checkOptions())
throw std::domain_error("ExceptionNoTemplate");
throw std::domain_error("No random map template found!");
}
}

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@ -316,11 +316,21 @@ std::vector<bool> CObjectClassesHandler::getDefaultAllowed() const
TObjectTypeHandler CObjectClassesHandler::getHandlerFor(si32 type, si32 subtype) const
{
assert(type < objects.size());
assert(objects[type]);
assert(subtype < objects[type]->objects.size());
try
{
auto result = objects.at(type)->objects.at(subtype);
return objects.at(type)->objects.at(subtype);
if (result != nullptr)
return result;
}
catch (std::out_of_range & e)
{
// Leave catch block silently
}
std::string errorString = "Failed to find object of type " + std::to_string(type) + "::" + std::to_string(subtype);
logGlobal->error(errorString);
throw std::runtime_error(errorString);
}
TObjectTypeHandler CObjectClassesHandler::getHandlerFor(const std::string & scope, const std::string & type, const std::string & subtype) const

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@ -40,6 +40,7 @@
#include "../lib/CCreatureHandler.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CStack.h"
#include "../lib/UnlockGuard.h"
#include "../lib/GameSettings.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/CondSh.h"
@ -76,6 +77,7 @@
#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
CondSh<bool> battleMadeAction(false);
boost::recursive_mutex battleActionMutex;
CondSh<BattleResult *> battleResult(nullptr);
template <typename T> class CApplyOnGH;
@ -4394,6 +4396,8 @@ void CGameHandler::updateGateState()
bool CGameHandler::makeBattleAction(BattleAction &ba)
{
boost::unique_lock lock(battleActionMutex);
bool ok = true;
battle::Target target = ba.getTarget(gs->curB);
@ -4817,6 +4821,8 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
bool CGameHandler::makeCustomAction(BattleAction & ba)
{
boost::unique_lock lock(battleActionMutex);
switch(ba.actionType)
{
case EActionType::HERO_SPELL:
@ -6048,6 +6054,8 @@ bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & s
void CGameHandler::runBattle()
{
boost::unique_lock lock(battleActionMutex);
setBattle(gs->curB);
assert(gs->curB);
//TODO: pre-tactic stuff, call scripts etc.
@ -6066,7 +6074,10 @@ void CGameHandler::runBattle()
//tactic round
{
while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
{
auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
}
//initial stacks appearance triggers, e.g. built-in bonus spells
@ -6389,7 +6400,10 @@ void CGameHandler::runBattle()
battleMadeAction.data = false;
while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
{
battleMadeAction.cond.wait(lock);
{
auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
battleMadeAction.cond.wait(lock);
}
if (battleGetStackByID(nextId, false) != next)
next = nullptr; //it may be removed, while we wait
}