/* * NetPacksServer.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 "../lib/NetPacks.h" #include "CGameHandler.h" #include "../lib/IGameCallback.h" #include "../lib/mapping/CMap.h" #include "../lib/CGameState.h" #include "../lib/battle/BattleInfo.h" #include "../lib/battle/BattleAction.h" #include "../lib/battle/Unit.h" #include "../lib/serializer/Connection.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/spells/ISpellMechanics.h" bool CPackForServer::isPlayerOwns(CGameHandler * gh, ObjectInstanceID id) { return gh->getPlayerAt(c) == gh->getOwner(id); } void CPackForServer::throwNotAllowedAction() { if(c) { SystemMessage temp_message("You are not allowed to perform this action!"); *c << &temp_message; } logNetwork->error("Player is not allowed to perform this action!"); throw ExceptionNotAllowedAction(); } void CPackForServer::wrongPlayerMessage(CGameHandler * gh, PlayerColor expectedplayer) { std::ostringstream oss; oss << "You were identified as player " << gh->getPlayerAt(c) << " while expecting " << expectedplayer; logNetwork->error(oss.str()); if(c) { SystemMessage temp_message(oss.str()); *c << &temp_message; } } void CPackForServer::throwOnWrongOwner(CGameHandler * gh, ObjectInstanceID id) { if(!isPlayerOwns(gh, id)) { wrongPlayerMessage(gh, gh->getOwner(id)); throwNotAllowedAction(); } } void CPackForServer::throwOnWrongPlayer(CGameHandler * gh, PlayerColor player) { if(player != gh->getPlayerAt(c)) { wrongPlayerMessage(gh, player); throwNotAllowedAction(); } } void CPackForServer::throwAndCompain(CGameHandler * gh, std::string txt) { gh->complain(txt); throwNotAllowedAction(); } CGameState * CPackForServer::GS(CGameHandler * gh) { return gh->gs; } bool SaveGame::applyGh(CGameHandler * gh) { gh->save(fname); logGlobal->info("Game has been saved as %s", fname); return true; } bool CommitPackage::applyGh(CGameHandler * gh) { gh->sendAndApply(packToCommit); return true; } bool CloseServer::applyGh(CGameHandler * gh) { gh->close(); return true; } bool LeaveGame::applyGh(CGameHandler * gh) { gh->playerLeftGame(c->connectionID); return true; } bool EndTurn::applyGh(CGameHandler * gh) { PlayerColor player = GS(gh)->currentPlayer; throwOnWrongPlayer(gh, player); if(gh->queries.topQuery(player)) throwAndCompain(gh, "Cannot end turn before resolving queries!"); gh->states.setFlag(GS(gh)->currentPlayer, &PlayerStatus::makingTurn, false); return true; } bool DismissHero::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, hid); return gh->removeObject(gh->getObj(hid)); } bool MoveHero::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, hid); return gh->moveHero(hid, dest, 0, transit, gh->getPlayerAt(c)); } bool CastleTeleportHero::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, hid); return gh->teleportHero(hid, dest, source, gh->getPlayerAt(c)); } bool ArrangeStacks::applyGh(CGameHandler * gh) { //checks for owning in the gh func return gh->arrangeStacks(id1, id2, what, p1, p2, val, gh->getPlayerAt(c)); } bool DisbandCreature::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, id); return gh->disbandCreature(id, pos); } bool BuildStructure::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, tid); return gh->buildStructure(tid, bid); } bool RecruitCreatures::applyGh(CGameHandler * gh) { return gh->recruitCreatures(tid, dst, crid, amount, level); } bool UpgradeCreature::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, id); return gh->upgradeCreature(id, pos, cid); } bool GarrisonHeroSwap::applyGh(CGameHandler * gh) { const CGTownInstance * town = gh->getTown(tid); if(!isPlayerOwns(gh, tid) && !(town->garrisonHero && isPlayerOwns(gh, town->garrisonHero->id))) throwNotAllowedAction(); //neither town nor garrisoned hero (if present) is ours return gh->garrisonSwap(tid); } bool ExchangeArtifacts::applyGh(CGameHandler * gh) { throwOnWrongPlayer(gh, src.owningPlayer()); //second hero can be ally return gh->moveArtifact(src, dst); } bool AssembleArtifacts::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, heroID); return gh->assembleArtifacts(heroID, artifactSlot, assemble, assembleTo); } bool BuyArtifact::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, hid); return gh->buyArtifact(hid, aid); } bool TradeOnMarketplace::applyGh(CGameHandler * gh) { const CGObjectInstance * market = gh->getObj(marketId); if(!market) throwAndCompain(gh, "Invalid market object"); const CGHeroInstance * hero = gh->getHero(heroId); //market must be owned or visited const IMarket * m = IMarket::castFrom(market); if(!m) throwAndCompain(gh, "market is not-a-market! :/"); PlayerColor player = market->tempOwner; if(player >= PlayerColor::PLAYER_LIMIT) player = gh->getTile(market->visitablePos())->visitableObjects.back()->tempOwner; if(player >= PlayerColor::PLAYER_LIMIT) throwAndCompain(gh, "No player can use this market!"); if(hero && (player != hero->tempOwner || hero->visitablePos() != market->visitablePos())) throwAndCompain(gh, "This hero can't use this marketplace!"); throwOnWrongPlayer(gh, player); bool result = true; switch(mode) { case EMarketMode::RESOURCE_RESOURCE: for(int i = 0; i < r1.size(); ++i) result &= gh->tradeResources(m, val[i], player, r1[i], r2[i]); break; case EMarketMode::RESOURCE_PLAYER: for(int i = 0; i < r1.size(); ++i) result &= gh->sendResources(val[i], player, static_cast(r1[i]), PlayerColor(r2[i])); break; case EMarketMode::CREATURE_RESOURCE: for(int i = 0; i < r1.size(); ++i) result &= gh->sellCreatures(val[i], m, hero, SlotID(r1[i]), static_cast(r2[i])); break; case EMarketMode::RESOURCE_ARTIFACT: for(int i = 0; i < r1.size(); ++i) result &= gh->buyArtifact(m, hero, static_cast(r1[i]), ArtifactID(r2[i])); break; case EMarketMode::ARTIFACT_RESOURCE: for(int i = 0; i < r1.size(); ++i) result &= gh->sellArtifact(m, hero, ArtifactInstanceID(r1[i]), static_cast(r2[i])); break; case EMarketMode::CREATURE_UNDEAD: for(int i = 0; i < r1.size(); ++i) result &= gh->transformInUndead(m, hero, SlotID(r1[i])); break; case EMarketMode::RESOURCE_SKILL: for(int i = 0; i < r2.size(); ++i) result &= gh->buySecSkill(m, hero, SecondarySkill(r2[i])); break; case EMarketMode::CREATURE_EXP: { std::vector slotIDs(r1.begin(), r1.end()); std::vector count(val.begin(), val.end()); return gh->sacrificeCreatures(m, hero, slotIDs, count); } case EMarketMode::ARTIFACT_EXP: { std::vector positions(r1.begin(), r1.end()); return gh->sacrificeArtifact(m, hero, positions); } default: throwAndCompain(gh, "Unknown exchange mode!"); } return result; } bool SetFormation::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, hid); return gh->setFormation(hid, formation); } bool HireHero::applyGh(CGameHandler * gh) { const CGObjectInstance * obj = gh->getObj(tid); const CGTownInstance * town = dynamic_ptr_cast(obj); if(town && PlayerRelations::ENEMIES == gh->getPlayerRelations(obj->tempOwner, gh->getPlayerAt(c))) throwAndCompain(gh, "Can't buy hero in enemy town!"); return gh->hireHero(obj, hid, player); } bool BuildBoat::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, objid); return gh->buildBoat(objid); } bool QueryReply::applyGh(CGameHandler * gh) { auto playerToConnection = gh->connections.find(player); if(playerToConnection == gh->connections.end()) throwAndCompain(gh, "No such player!"); if(playerToConnection->second != c) throwAndCompain(gh, "Message came from wrong connection!"); if(qid == QueryID(-1)) throwAndCompain(gh, "Cannot answer the query with id -1!"); assert(vstd::contains(gh->states.players, player)); return gh->queryReply(qid, reply, player); } bool MakeAction::applyGh(CGameHandler * gh) { const BattleInfo * b = GS(gh)->curB; if(!b) throwNotAllowedAction(); if(b->tacticDistance) { if(ba.actionType != EActionType::WALK && ba.actionType != EActionType::END_TACTIC_PHASE && ba.actionType != EActionType::RETREAT && ba.actionType != EActionType::SURRENDER) throwNotAllowedAction(); if(gh->connections[b->sides[b->tacticsSide].color] != c) throwNotAllowedAction(); } else { auto active = b->battleActiveUnit(); if(!active) throwNotAllowedAction(); auto unitOwner = b->battleGetOwner(active); if(gh->connections[unitOwner] != c) throwNotAllowedAction(); } return gh->makeBattleAction(ba); } bool MakeCustomAction::applyGh(CGameHandler * gh) { const BattleInfo * b = GS(gh)->curB; if(!b) throwNotAllowedAction(); if(b->tacticDistance) throwNotAllowedAction(); auto active = b->battleActiveUnit(); if(!active) throwNotAllowedAction(); auto unitOwner = b->battleGetOwner(active); if(gh->connections[unitOwner] != c) throwNotAllowedAction(); if(ba.actionType != EActionType::HERO_SPELL) throwNotAllowedAction(); return gh->makeCustomAction(ba); } bool DigWithHero::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, id); return gh->dig(gh->getHero(id)); } bool CastAdvSpell::applyGh(CGameHandler * gh) { throwOnWrongOwner(gh, hid); const CSpell * s = sid.toSpell(); if(!s) throwNotAllowedAction(); const CGHeroInstance * h = gh->getHero(hid); if(!h) throwNotAllowedAction(); AdventureSpellCastParameters p; p.caster = h; p.pos = pos; return s->adventureCast(gh->spellEnv, p); } bool PlayerMessage::applyGh(CGameHandler * gh) { if(!player.isSpectator()) // TODO: clearly not a great way to verify permissions { throwOnWrongPlayer(gh, player); if(gh->getPlayerAt(c) != player) throwNotAllowedAction(); } gh->playerMessage(player, text, currObj); return true; }