/* * CServerHandler.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 "CServerHandler.h" #include "Client.h" #include "CGameInfo.h" #include "CPlayerInterface.h" #include "gui/CGuiHandler.h" #include "lobby/CSelectionBase.h" #include "lobby/CLobbyScreen.h" #include "windows/InfoWindows.h" #include "mainmenu/CMainMenu.h" #ifndef VCMI_ANDROID #include "../lib/Interprocess.h" #else #include "../lib/CAndroidVMHelper.h" #endif #include "../lib/CConfigHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CThreadHelper.h" #include "../lib/NetPacks.h" #include "../lib/StartInfo.h" #include "../lib/VCMIDirs.h" #include "../lib/mapping/CCampaignHandler.h" #include "../lib/mapping/CMap.h" #include "../lib/mapping/CMapInfo.h" #include "../lib/mapObjects/MiscObjects.h" #include "../lib/rmg/CMapGenOptions.h" #include "../lib/registerTypes/RegisterTypes.h" #include "../lib/serializer/Connection.h" #include "../lib/serializer/CMemorySerializer.h" #include #include #include #include "../lib/serializer/Cast.h" #include #ifdef VCMI_WINDOWS #include #endif template class CApplyOnLobby; #ifdef VCMI_ANDROID extern std::atomic_bool androidTestServerReadyFlag; #endif class CBaseForLobbyApply { public: virtual bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const = 0; virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const = 0; virtual ~CBaseForLobbyApply(){}; template static CBaseForLobbyApply * getApplier(const U * t = nullptr) { return new CApplyOnLobby(); } }; template class CApplyOnLobby : public CBaseForLobbyApply { public: bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override { T * ptr = static_cast(pack); logNetwork->trace("\tImmidiately apply on lobby: %s", typeList.getTypeInfo(ptr)->name()); return ptr->applyOnLobbyHandler(handler); } void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override { T * ptr = static_cast(pack); logNetwork->trace("\tApply on lobby from queue: %s", typeList.getTypeInfo(ptr)->name()); ptr->applyOnLobbyScreen(lobby, handler); } }; template<> class CApplyOnLobby: public CBaseForLobbyApply { public: bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override { logGlobal->error("Cannot apply plain CPack!"); assert(0); return false; } void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override { logGlobal->error("Cannot apply plain CPack!"); assert(0); } }; extern std::string NAME; CServerHandler::CServerHandler() : state(EClientState::NONE), mx(std::make_shared()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false) { uuid = boost::uuids::to_string(boost::uuids::random_generator()()); applier = std::make_shared>(); registerTypesLobbyPacks(*applier); } void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector * names) { hostClientId = -1; state = EClientState::NONE; th = make_unique(); packsForLobbyScreen.clear(); c.reset(); si = std::make_shared(); playerNames.clear(); si->difficulty = 1; si->mode = mode; myNames.clear(); if(names && !names->empty()) //if have custom set of player names - use it myNames = *names; else myNames.push_back(settings["general"]["playerName"].String()); #ifndef VCMI_ANDROID shm.reset(); if(!settings["session"]["disable-shm"].Bool()) { std::string sharedMemoryName = "vcmi_memory"; if(settings["session"]["enable-shm-uuid"].Bool()) { //used or automated testing when multiple clients start simultaneously sharedMemoryName += "_" + uuid; } try { shm = std::make_shared(sharedMemoryName, true); } catch(...) { shm.reset(); logNetwork->error("Cannot open interprocess memory. Continue without it..."); } } #endif } void CServerHandler::startLocalServerAndConnect() { if(threadRunLocalServer) threadRunLocalServer->join(); th->update(); auto errorMsg = CGI->generaltexth->localizedTexts["server"]["errors"]["existingProcess"].String(); try { CConnection testConnection(settings["server"]["server"].String(), getDefaultPort(), NAME, uuid); logNetwork->error("Port is busy, check if another instance of vcmiserver is working"); CInfoWindow::showInfoDialog(errorMsg, {}); return; } catch(...) { //no connection means that port is not busy and we can start local server } #ifdef VCMI_ANDROID { CAndroidVMHelper envHelper; envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true); } #else threadRunLocalServer = std::make_shared(&CServerHandler::threadRunServer, this); //runs server executable; #endif logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff()); th->update(); #ifndef VCMI_ANDROID if(shm) shm->sr->waitTillReady(); #else logNetwork->info("waiting for server"); while(!androidTestServerReadyFlag.load()) { logNetwork->info("still waiting..."); boost::this_thread::sleep(boost::posix_time::milliseconds(1000)); } logNetwork->info("waiting for server finished..."); androidTestServerReadyFlag = false; #endif logNetwork->trace("Waiting for server: %d ms", th->getDiff()); th->update(); //put breakpoint here to attach to server before it does something stupid #ifndef VCMI_ANDROID justConnectToServer(settings["server"]["server"].String(), shm ? shm->sr->port : 0); #else justConnectToServer(settings["server"]["server"].String()); #endif logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff()); } void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port) { state = EClientState::CONNECTING; while(!c && state != EClientState::CONNECTION_CANCELLED) { try { logNetwork->info("Establishing connection..."); c = std::make_shared( addr.size() ? addr : settings["server"]["server"].String(), port ? port : getDefaultPort(), NAME, uuid); } catch(...) { logNetwork->error("\nCannot establish connection! Retrying within 1 second"); boost::this_thread::sleep(boost::posix_time::seconds(1)); } } if(state == EClientState::CONNECTION_CANCELLED) logNetwork->info("Connection aborted by player!"); else c->handler = std::make_shared(&CServerHandler::threadHandleConnection, this); } void CServerHandler::applyPacksOnLobbyScreen() { if(!c || !c->handler) return; boost::unique_lock lock(*mx); while(!packsForLobbyScreen.empty()) { CPackForLobby * pack = packsForLobbyScreen.front(); packsForLobbyScreen.pop_front(); CBaseForLobbyApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier apply->applyOnLobbyScreen(static_cast(SEL), this, pack); GH.totalRedraw(); delete pack; } } void CServerHandler::stopServerConnection() { if(c->handler) { while(!c->handler->timed_join(boost::posix_time::milliseconds(50))) applyPacksOnLobbyScreen(); c->handler->join(); } } std::set CServerHandler::getHumanColors() { return clientHumanColors(c->connectionID); } PlayerColor CServerHandler::myFirstColor() const { return clientFirstColor(c->connectionID); } bool CServerHandler::isMyColor(PlayerColor color) const { return isClientColor(c->connectionID, color); } ui8 CServerHandler::myFirstId() const { return clientFirstId(c->connectionID); } bool CServerHandler::isServerLocal() const { if(threadRunLocalServer) return true; return false; } bool CServerHandler::isHost() const { return c && hostClientId == c->connectionID; } bool CServerHandler::isGuest() const { return !c || hostClientId != c->connectionID; } ui16 CServerHandler::getDefaultPort() { if(settings["session"]["serverport"].Integer()) return static_cast(settings["session"]["serverport"].Integer()); else return static_cast(settings["server"]["port"].Integer()); } std::string CServerHandler::getDefaultPortStr() { return boost::lexical_cast(getDefaultPort()); } void CServerHandler::sendClientConnecting() const { LobbyClientConnected lcc; lcc.uuid = uuid; lcc.names = myNames; lcc.mode = si->mode; sendLobbyPack(lcc); } void CServerHandler::sendClientDisconnecting() { // FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server if(state == EClientState::DISCONNECTING) return; state = EClientState::DISCONNECTING; LobbyClientDisconnected lcd; lcd.clientId = c->connectionID; logNetwork->info("Connection has been requested to be closed."); if(isServerLocal()) { lcd.shutdownServer = true; logNetwork->info("Sent closing signal to the server"); } else { logNetwork->info("Sent leaving signal to the server"); } sendLobbyPack(lcd); } void CServerHandler::setCampaignState(std::shared_ptr newCampaign) { state = EClientState::LOBBY_CAMPAIGN; LobbySetCampaign lsc; lsc.ourCampaign = newCampaign; sendLobbyPack(lsc); } void CServerHandler::setCampaignMap(int mapId) const { if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place return; LobbySetCampaignMap lscm; lscm.mapId = mapId; sendLobbyPack(lscm); } void CServerHandler::setCampaignBonus(int bonusId) const { if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place return; LobbySetCampaignBonus lscb; lscb.bonusId = bonusId; sendLobbyPack(lscb); } void CServerHandler::setMapInfo(std::shared_ptr to, std::shared_ptr mapGenOpts) const { LobbySetMap lsm; lsm.mapInfo = to; lsm.mapGenOpts = mapGenOpts; sendLobbyPack(lsm); } void CServerHandler::setPlayer(PlayerColor color) const { LobbySetPlayer lsp; lsp.clickedColor = color; sendLobbyPack(lsp); } void CServerHandler::setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const { LobbyChangePlayerOption lcpo; lcpo.what = what; lcpo.direction = dir; lcpo.color = player; sendLobbyPack(lcpo); } void CServerHandler::setDifficulty(int to) const { LobbySetDifficulty lsd; lsd.difficulty = to; sendLobbyPack(lsd); } void CServerHandler::setTurnLength(int npos) const { vstd::amin(npos, GameConstants::POSSIBLE_TURNTIME.size() - 1); LobbySetTurnTime lstt; lstt.turnTime = GameConstants::POSSIBLE_TURNTIME[npos]; sendLobbyPack(lstt); } void CServerHandler::sendMessage(const std::string & txt) const { std::istringstream readed; readed.str(txt); std::string command; readed >> command; if(command == "!passhost") { std::string id; readed >> id; if(id.length()) { LobbyChangeHost lch; lch.newHostConnectionId = boost::lexical_cast(id); sendLobbyPack(lch); } } else if(command == "!forcep") { std::string connectedId, playerColorId; readed >> connectedId; readed >> playerColorId; if(connectedId.length(), playerColorId.length()) // BUG https://bugs.vcmi.eu/view.php?id=3144 { ui8 connected = boost::lexical_cast(connectedId); auto color = PlayerColor(boost::lexical_cast(playerColorId)); if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end()) { LobbyForceSetPlayer lfsp; lfsp.targetConnectedPlayer = connected; lfsp.targetPlayerColor = color; sendLobbyPack(lfsp); } } } else { LobbyChatMessage lcm; lcm.message = txt; lcm.playerName = playerNames.find(myFirstId())->second.name; sendLobbyPack(lcm); } } void CServerHandler::sendGuiAction(ui8 action) const { LobbyGuiAction lga; lga.action = static_cast(action); sendLobbyPack(lga); } void CServerHandler::sendStartGame(bool allowOnlyAI) const { verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool()); LobbyStartGame lsg; if(client) { lsg.initializedStartInfo = std::make_shared(* const_cast(client->getStartInfo(true))); lsg.initializedStartInfo->mode = StartInfo::NEW_GAME; lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0; * si = * lsg.initializedStartInfo; } sendLobbyPack(lsg); } void CServerHandler::startGameplay() { if(CMM) CMM->disable(); client = new CClient(); switch(si->mode) { case StartInfo::NEW_GAME: client->newGame(); break; case StartInfo::CAMPAIGN: client->newGame(); break; case StartInfo::LOAD_GAME: client->loadGame(); break; default: throw std::runtime_error("Invalid mode"); } // After everything initialized we can accept CPackToClient netpacks c->enterGameplayConnectionMode(client->gameState()); state = EClientState::GAMEPLAY; } void CServerHandler::endGameplay(bool closeConnection, bool restart) { client->endGame(); vstd::clear_pointer(client); if(closeConnection) { // Game is ending // Tell the network thread to reach a stable state CSH->sendClientDisconnecting(); logNetwork->info("Closed connection."); } if(!restart) { if(CMM) { GH.terminate_cond->setn(false); GH.curInt = CMM.get(); CMM->enable(); } else { GH.curInt = CMainMenu::create().get(); } } } void CServerHandler::startCampaignScenario(std::shared_ptr cs) { SDL_Event event; event.type = SDL_USEREVENT; event.user.code = EUserEvent::CAMPAIGN_START_SCENARIO; if(cs) event.user.data1 = CMemorySerializer::deepCopy(*cs.get()).release(); else event.user.data1 = CMemorySerializer::deepCopy(*si->campState.get()).release(); SDL_PushEvent(&event); } int CServerHandler::howManyPlayerInterfaces() { int playerInts = 0; for(auto pint : client->playerint) { if(dynamic_cast(pint.second.get())) playerInts++; } return playerInts; } ui8 CServerHandler::getLoadMode() { if(state == EClientState::GAMEPLAY) { if(si->campState) return ELoadMode::CAMPAIGN; for(auto pn : playerNames) { if(pn.second.connection != c->connectionID) return ELoadMode::MULTI; } if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control return ELoadMode::MULTI; return ELoadMode::SINGLE; } return loadMode; } void CServerHandler::debugStartTest(std::string filename, bool save) { logGlobal->info("Starting debug test with file: %s", filename); auto mapInfo = std::make_shared(); if(save) { resetStateForLobby(StartInfo::LOAD_GAME); mapInfo->saveInit(ResourceID(filename, EResType::CLIENT_SAVEGAME)); screenType = ESelectionScreen::loadGame; } else { resetStateForLobby(StartInfo::NEW_GAME); mapInfo->mapInit(filename); screenType = ESelectionScreen::newGame; } if(settings["session"]["donotstartserver"].Bool()) justConnectToServer("127.0.0.1", 3030); else startLocalServerAndConnect(); boost::this_thread::sleep(boost::posix_time::milliseconds(100)); while(!settings["session"]["headless"].Bool() && !dynamic_cast(GH.topInt().get())) boost::this_thread::sleep(boost::posix_time::milliseconds(50)); while(!mi || mapInfo->fileURI != CSH->mi->fileURI) { setMapInfo(mapInfo); boost::this_thread::sleep(boost::posix_time::milliseconds(50)); } // "Click" on color to remove us from it setPlayer(myFirstColor()); while(myFirstColor() != PlayerColor::CANNOT_DETERMINE) boost::this_thread::sleep(boost::posix_time::milliseconds(50)); while(true) { try { sendStartGame(); break; } catch(...) { } boost::this_thread::sleep(boost::posix_time::milliseconds(50)); } } void CServerHandler::threadHandleConnection() { setThreadName("CServerHandler::threadHandleConnection"); c->enterLobbyConnectionMode(); try { sendClientConnecting(); while(c->connected) { while(state == EClientState::STARTING) boost::this_thread::sleep(boost::posix_time::milliseconds(10)); CPack * pack = c->retrievePack(); if(state == EClientState::DISCONNECTING) { // FIXME: server shouldn't really send netpacks after it's tells client to disconnect // Though currently they'll be delivered and might cause crash. vstd::clear_pointer(pack); } else if(auto lobbyPack = dynamic_ptr_cast(pack)) { if(applier->getApplier(typeList.getTypeID(pack))->applyOnLobbyHandler(this, pack)) { if(!settings["session"]["headless"].Bool()) { boost::unique_lock lock(*mx); packsForLobbyScreen.push_back(lobbyPack); } } } else if(auto clientPack = dynamic_ptr_cast(pack)) { client->handlePack(clientPack); } } } //catch only asio exceptions catch(const boost::system::system_error & e) { if(state == EClientState::DISCONNECTING) { logNetwork->info("Successfully closed connection to server, ending listening thread!"); } else { logNetwork->error("Lost connection to server, ending listening thread!"); logNetwork->error(e.what()); if(client) { state = EClientState::DISCONNECTING; CGuiHandler::pushSDLEvent(SDL_USEREVENT, EUserEvent::RETURN_TO_MAIN_MENU); } else { auto lcd = new LobbyClientDisconnected(); lcd->clientId = c->connectionID; boost::unique_lock lock(*mx); packsForLobbyScreen.push_back(lcd); } } } catch(...) { handleException(); throw; } } void CServerHandler::threadRunServer() { #ifndef VCMI_ANDROID setThreadName("CServerHandler::threadRunServer"); const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string(); std::string comm = VCMIDirs::get().serverPath().string() + " --port=" + getDefaultPortStr() + " --run-by-client" + " --uuid=" + uuid; if(shm) { comm += " --enable-shm"; if(settings["session"]["enable-shm-uuid"].Bool()) comm += " --enable-shm-uuid"; } comm += " > \"" + logName + '\"'; #ifdef VCMI_WINDOWS int result = -1; const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0); if(bufSize > 0) { std::wstring wComm(bufSize, {}); const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize); if(convertResult > 0) result = ::_wsystem(wComm.c_str()); else logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm); } else logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm); #else int result = std::system(comm.c_str()); #endif if (result == 0) { logNetwork->info("Server closed correctly"); } else { logNetwork->error("Error: server failed to close correctly or crashed!"); logNetwork->error("Check %s for more info", logName); } threadRunLocalServer.reset(); CSH->campaignServerRestartLock.setn(false); #endif } void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const { if(state != EClientState::STARTING) c->sendPack(&pack); }