/* * 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/ClientCommandManager.h" #include "../client/CMT.h" #include "../client/CPlayerInterface.h" #include "../client/CServerHandler.h" #include "../client/GameEngine.h" #include "../client/GameInstance.h" #include "../client/gui/CursorHandler.h" #include "../client/gui/WindowHandler.h" #include "../client/mainmenu/CMainMenu.h" #include "../client/render/Graphics.h" #include "../client/render/IRenderHandler.h" #include "../client/windows/CMessage.h" #include "../client/windows/InfoWindows.h" #include "../lib/AsyncRunner.h" #include "../lib/CConsoleHandler.h" #include "../lib/CConfigHandler.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/MetaString.h" #include "../lib/GameLibrary.h" #include "../lib/VCMIDirs.h" #include #include #include #include #ifdef VCMI_ANDROID #include "../lib/CAndroidVMHelper.h" #include #endif #if __MINGW32__ #undef main #endif namespace po = boost::program_options; namespace po_style = boost::program_options::command_line_style; static std::atomic headlessQuit = false; static std::optional criticalInitializationError; static void init() { try { CStopWatch tmh; LIBRARY->initializeLibrary(); logGlobal->info("Initializing VCMI_Lib: %d ms", tmh.getDiff()); } catch (const DataLoadingException & e) { criticalInitializationError = e.what(); return; } // Debug code to load all maps on start //ClientCommandManager commandController; //commandController.processCommand("translate maps", false); } static void checkForModLoadingFailure() { const auto & brokenMods = LIBRARY->identifiersHandler->getModsWithFailedRequests(); if (!brokenMods.empty()) { MetaString messageText; messageText.appendTextID("vcmi.client.errors.modLoadingFailure"); for (const auto & modID : brokenMods) { messageText.appendRawString(LIBRARY->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(), "") ("testsave", po::value(), "") ("logLocation", po::value(), "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(), "hero movement speed on adventure map") ("spectate-battle-speed", po::value(), "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>(), "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(), "override port specified in config file") ("savefrequency", po::value(), "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); setThreadNameLoggingOnly("MainGUI"); boost::filesystem::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt"; if(vm.count("logLocation")) logPath = vm["logLocation"].as() + "/VCMI_Client_log.txt"; #ifndef VCMI_IOS auto callbackFunction = [](std::string buffer, bool calledFromIngameConsole) { ClientCommandManager commandController; commandController.processCommand(buffer, calledFromIngameConsole); }; CConsoleHandler console(callbackFunction); console.start(); CBasicLogConfigurator logConfigurator(logPath, &console); #else CBasicLogConfigurator logConfigurator(logPath, nullptr); #endif logConfigurator.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 { LIBRARY = new GameLibrary; LIBRARY->initializeFilesystem(false); } catch (const DataLoadingException & e) { handleFatalError(e.what(), true); } Settings session = settings.write["session"]; auto setSettingBool = [&](const std::string & key, const 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 = [&](const std::string & key, const std::string & arg, si64 defaultValue) { Settings s = settings.write(vstd::split(key, "/")); if(vm.count(arg)) s->Integer() = vm[arg].as(); else if(s->isNull()) s->Integer() = defaultValue; }; setSettingBool("session/onlyai", "onlyAI"); setSettingBool("session/disableVideo", "disable-video"); 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(); if(vm.count("spectate-battle-speed")) session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as(); } // 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 logConfigurator.configure(); logGlobal->debug("settings = %s", settings.toJsonNode().toString()); // Some basic data validation to produce better error messages in cases of incorrect install auto testFile = [](const std::string & filename, const 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."); if(!settings["session"]["headless"].Bool()) ENGINE = std::make_unique(); GAME = std::make_unique(); if (ENGINE) ENGINE->setEngineUser(GAME.get()); #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 std::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 (ENGINE) { pomtime.getDiff(); graphics = new Graphics(); // should be before curh ENGINE->renderHandler().onLibraryLoadingFinished(LIBRARY); CMessage::init(); logGlobal->info("Message handler: %d ms", pomtime.getDiff()); ENGINE->cursor().init(); ENGINE->cursor().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(); session["onlyai"].Bool() = true; GAME->server().debugStartTest(session["testmap"].String(), false); } else if(vm.count("testsave")) { session["testsave"].String() = vm["testsave"].as(); session["onlyai"].Bool() = true; GAME->server().debugStartTest(session["testsave"].String(), true); } else if (!settings["session"]["headless"].Bool()) { GAME->mainmenu()->makeActiveInterface(); bool playIntroVideo = !vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool(); if(playIntroVideo) GAME->mainmenu()->playIntroVideos(); else GAME->mainmenu()->playMusic(); } #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 try { if (ENGINE) { checkForModLoadingFailure(); ENGINE->mainLoop(); } else { while(!headlessQuit) std::this_thread::sleep_for(std::chrono::milliseconds(200)); std::this_thread::sleep_for(std::chrono::milliseconds(500)); } } catch (const GameShutdownException & ) { // no-op - just break out of main loop logGlobal->info("Main loop termination requested"); } GAME->server().endNetwork(); if(!settings["session"]["headless"].Bool()) { if(GAME->server().client) GAME->server().endGameplay(); if (ENGINE) ENGINE->windows().clear(); } GAME.reset(); if(!settings["session"]["headless"].Bool()) { CMessage::dispose(); delete graphics; graphics = nullptr; } // must be executed before reset - since unique_ptr resets pointer to null before calling destructor ENGINE->async().wait(); ENGINE.reset(); delete LIBRARY; LIBRARY = nullptr; logConfigurator.deconfigure(); std::cout << "Ending...\n"; return 0; } /// 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 ::exit(1); }