/* * 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 #include "../lib/filesystem/Filesystem.h" #include "../lib/mapping/CCampaignHandler.h" #include "../lib/CThreadHelper.h" #include "../lib/serializer/Connection.h" #include "../lib/CModHandler.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" #include "../lib/mapping/CMap.h" #include "../lib/rmg/CMapGenOptions.h" #ifdef VCMI_ANDROID #include "lib/CAndroidVMHelper.h" #elif defined(VCMI_IOS) // todo ios #else #include "../lib/Interprocess.h" #endif #include "../lib/VCMI_Lib.h" #include "../lib/VCMIDirs.h" #include "CGameHandler.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 #include "../lib/registerTypes/RegisterTypes.h" // UUID generation #include #include #include #include "../lib/CGameState.h" #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS) #include #endif template 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 static CBaseForServerApply * getApplier(const U * t = nullptr) { return new CApplyOnServer(); } }; template class CApplyOnServer : public CBaseForServerApply { public: bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override { T * ptr = static_cast(pack); if(ptr->checkClientPermissions(srv)) { boost::unique_lock stateLock(srv->stateMutex); return ptr->applyOnServer(srv); } else return false; } void applyOnServerAfter(CVCMIServer * srv, void * pack) const override { T * ptr = static_cast(pack); ptr->applyOnServerAfterAnnounce(srv); } }; template <> class CApplyOnServer : 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()), 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>(); registerTypesLobbyPacks(*applier); if(cmdLineOptions.count("port")) port = cmdLineOptions["port"].as(); logNetwork->info("Port %d will be used", port); try { acceptor = std::make_shared(*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") && !cmdLineOptions.count("enable-shm")) { logNetwork->error("Cant pass port number to client without shared memory!", port); exit(0); } acceptor = std::make_shared(*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::run() { if(!restartGameplay) { this->announceLobbyThread = vstd::make_unique(&CVCMIServer::threadAnnounceLobby, this); #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS) if(cmdLineOptions.count("enable-shm")) { std::string sharedMemoryName = "vcmi_memory"; if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid")) { sharedMemoryName += "_" + cmdLineOptions["uuid"].as(); } shm = std::make_shared(sharedMemoryName); } #endif startAsyncAccept(); #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS) if(shm) { shm->sr->setToReadyAndNotify(port); } #endif } while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING) boost::this_thread::sleep(boost::posix_time::milliseconds(50)); logNetwork->info("Thread handling connections ended"); if(state == EServerState::GAMEPLAY) { gh->run(si->mode == StartInfo::LOAD_GAME); } while(state == EServerState::GAMEPLAY_ENDED) boost::this_thread::sleep(boost::posix_time::milliseconds(50)); } void CVCMIServer::threadAnnounceLobby() { while(state != EServerState::SHUTDOWN) { { boost::unique_lock myLock(mx); while(!announceQueue.empty()) { announcePack(std::move(announceQueue.front())); announceQueue.pop_front(); } if(state != EServerState::LOBBY) { if(acceptor) acceptor->close(); } if(acceptor) { io->reset(); io->poll(); } } boost::this_thread::sleep(boost::posix_time::milliseconds(50)); } } void CVCMIServer::prepareToStartGame() { if(state == EServerState::GAMEPLAY) { restartGameplay = true; * si = * gh->gs->initialOpts; si->seedToBeUsed = si->seedPostInit = 0; state = EServerState::LOBBY; // FIXME: dirry hack to make sure old CGameHandler::run is finished boost::this_thread::sleep(boost::posix_time::milliseconds(1000)); } state = EServerState::GAMEPLAY_STARTING; gh = std::make_shared(this); switch(si->mode) { case StartInfo::CAMPAIGN: logNetwork->info("Preparing to start new campaign"); si->campState->currentMap = boost::make_optional(campaignMap); si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus; gh->init(si.get()); break; case StartInfo::NEW_GAME: logNetwork->info("Preparing to start new game"); gh->init(si.get()); break; case StartInfo::LOAD_GAME: logNetwork->info("Preparing to start loaded game"); gh->load(si->mapname); break; default: logNetwork->error("Wrong mode in StartInfo!"); assert(0); break; } } 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(acceptor->get_executor()); #else upcomingConnection = std::make_shared(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 { logNetwork->info("We got a new connection! :)"); auto c = std::make_shared(upcomingConnection, SERVER_NAME, uuid); upcomingConnection.reset(); connections.insert(c); c->handler = std::make_shared(&CVCMIServer::threadHandleClient, this, c); } catch(std::exception & e) { logNetwork->error("Failure processing new connection! %s", e.what()); upcomingConnection.reset(); } startAsyncAccept(); } void CVCMIServer::threadHandleClient(std::shared_ptr c) { setThreadName("CVCMIServer::handleConnection"); c->enterLobbyConnectionMode(); try { while(c->connected) { CPack * pack = c->retrievePack(); if(auto lobbyPack = dynamic_ptr_cast(pack)) { handleReceivedPack(std::unique_ptr(lobbyPack)); } else if(auto serverPack = dynamic_ptr_cast(pack)) { gh->handleReceivedPack(serverPack); } } } catch(boost::system::system_error & e) { (void)e; if(state != EServerState::LOBBY) gh->handleClientDisconnection(c); } /* catch(const std::exception & e) { (void)e; boost::unique_lock queueLock(mx); logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what()); } catch(...) { state = EServerState::SHUTDOWN; handleException(); throw; }*/ boost::unique_lock queueLock(mx); // if(state != ENDING_AND_STARTING_GAME) if(c->connected) { auto lcd = vstd::make_unique(); 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 pack) { CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get())); if(apply->applyOnServerBefore(this, pack.get())) addToAnnounceQueue(std::move(pack)); } void CVCMIServer::announcePack(std::unique_ptr pack) { for(auto c : connections) { // FIXME: we need to avoid senting 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(pack.get())) continue; c->sendPack(pack.get()); } applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get()); } void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName) { logNetwork->info("%s says: %s", playerName, txt); auto cm = vstd::make_unique(); cm->playerName = playerName; cm->message = txt; addToAnnounceQueue(std::move(cm)); } void CVCMIServer::addToAnnounceQueue(std::unique_ptr pack) { boost::unique_lock 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 c, std::vector & names, std::string uuid, StartInfo::EMode mode) { 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); for(auto & name : names) { logNetwork->info("Client %d player: %s", c->connectionID, name); ui8 id = currentPlayerId++; 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)); //put new player in first slot with AI for(auto & elem : si->playerInfos) { if(elem.second.isControlledByAI() && !elem.second.compOnly) { setPlayerConnectedId(elem.second, id); break; } } } } void CVCMIServer::clientDisconnected(std::shared_ptr c) { connections -= c; for(auto it = playerNames.begin(); it != playerNames.end();) { if(it->second.connection != c->connectionID) { it++; continue; } int id = it->first; announceTxt(boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID)); playerNames.erase(it++); // Reset in-game players client used back to AI if(PlayerSettings * s = si->getPlayersSettings(id)) { setPlayerConnectedId(*s, PlayerSettings::PLAYER_AI); } } } 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 mapInfo, std::shared_ptr 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->currentMap.get(); 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->campaignHeader) 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 != PlayerSettings::RANDOM && pinfo.hasCustomMainHero()) { pset.hero = pinfo.mainCustomHeroId; pset.heroName = pinfo.mainCustomHeroName; pset.heroPortrait = pinfo.mainCustomHeroPortrait; } pset.handicap = PlayerSettings::NO_HANDICAP; } if(mi->isRandomMap && mapGenOpts) si->mapGenOptions = std::shared_ptr(mapGenOpts); else si->mapGenOptions.reset(); } si->mapname = mi->fileURI; } void CVCMIServer::updateAndPropagateLobbyState() { boost::unique_lock 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); } } } auto lus = vstd::make_unique(); 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; } } } } void CVCMIServer::optionNextCastle(PlayerColor player, int dir) { PlayerSettings & s = si->playerInfos[player]; si16 & cur = s.castle; auto & allowed = getPlayerInfo(player.getNum()).allowedFactions; const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom; if(cur == PlayerSettings::NONE) //no change return; if(cur == PlayerSettings::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 = PlayerSettings::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((ui8)cur); std::advance(iter, dir); cur = *iter; } } if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor { s.hero = PlayerSettings::RANDOM; } if(cur < 0 && s.bonus == PlayerSettings::RESOURCE) s.bonus = PlayerSettings::RANDOM; } void CVCMIServer::setCampaignMap(int mapId) { campaignMap = mapId; si->difficulty = si->campState->camp->scenarios[mapId].difficulty; campaignBonus = -1; updateStartInfoOnMapChange(si->campState->getMapInfo(mapId)); } void CVCMIServer::setCampaignBonus(int bonusId) { campaignBonus = bonusId; const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap]; const std::vector & bonDescs = scenario.travelOptions.bonusesToChoose; if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::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 < 0 || s.hero == PlayerSettings::NONE) return; if(s.hero == PlayerSettings::RANDOM) // first/last available { int max = static_cast(VLC->heroh->size()), min = 0; s.hero = nextAllowedHero(player, min, max, 0, dir); } else { if(dir > 0) s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir); else s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise } } int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir) { if(dir > 0) { for(int i = min + incl; i <= max - incl; i++) if(canUseThisHero(player, i)) return i; } else { for(int i = max - incl; i >= min + incl; i--) if(canUseThisHero(player, i)) return i; } return -1; } void CVCMIServer::optionNextBonus(PlayerColor player, int dir) { PlayerSettings & s = si->playerInfos[player]; PlayerSettings::Ebonus & ret = s.bonus = static_cast(static_cast(s.bonus) + dir); if(s.hero == PlayerSettings::NONE && !getPlayerInfo(player.getNum()).heroesNames.size() && ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact { if(dir < 0) ret = PlayerSettings::RANDOM; else ret = PlayerSettings::GOLD; } if(ret > PlayerSettings::RESOURCE) ret = PlayerSettings::RANDOM; if(ret < PlayerSettings::RANDOM) ret = PlayerSettings::RESOURCE; if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource { if(dir < 0) ret = PlayerSettings::GOLD; else ret = PlayerSettings::RANDOM; } } bool CVCMIServer::canUseThisHero(PlayerColor player, int ID) { return VLC->heroh->size() > ID && si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction && !vstd::contains(getUsedHeroes(), ID) && mi->mapHeader->allowedHeroes[ID]; } std::vector CVCMIServer::getUsedHeroes() { std::vector heroIds; for(auto & p : si->playerInfos) { const auto & heroes = getPlayerInfo(p.first.getNum()).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 != PlayerSettings::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; } #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS) void handleLinuxSignal(int sig) { const int STACKTRACE_SIZE = 100; void * buffer[STACKTRACE_SIZE]; int ptrCount = backtrace(buffer, STACKTRACE_SIZE); char * * strings; logGlobal->error("Error: signal %d :", sig); strings = backtrace_symbols(buffer, ptrCount); if(strings == nullptr) { logGlobal->error("There are no symbols."); } else { for(int i = 0; i < ptrCount; ++i) { logGlobal->error(strings[i]); } free(strings); } _exit(EXIT_FAILURE); } #endif static void handleCommandOptions(int argc, 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(), "") ("enable-shm-uuid", "use UUID for shared memory identifier") ("enable-shm", "enable usage of shared memory") ("port", po::value(), "port at which server will listen to connections from client"); if(argc > 1) { try { po::store(po::parse_command_line(argc, argv, opts), options); } catch(std::exception & e) { std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl; } } po::notify(options); if(options.count("help")) { auto time = std::time(0); 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); } } #ifdef VCMI_IOS #define main server_main #endif int main(int argc, char * argv[]) { #if !defined(VCMI_ANDROID) && !defined(VCMI_IOS) // 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 // Installs a sig sev segmentation violation handler // to log stacktrace #if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID) && !defined(VCMI_IOS) signal(SIGSEGV, handleLinuxSignal); #endif // todo ios: double console log console = new CConsoleHandler(); CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console); logConfig.configureDefault(); logGlobal->info(SERVER_NAME); boost::program_options::variables_map opts; #ifdef VCMI_IOS argc = 1; boost::condition_variable * cond = reinterpret_cast(argv[1]); cond->notify_one(); //#endif #else handleCommandOptions(argc, argv, opts); preinitDLL(console); settings.init(); logConfig.configure(); loadDLLClasses(); srand((ui32)time(nullptr)); //#ifdef VCMI_IOS #endif try { boost::asio::io_service io_service; CVCMIServer server(opts); try { while(server.state != 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.state = EServerState::SHUTDOWN; } catch(...) { handleException(); } } 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; } #ifdef VCMI_ANDROID CAndroidVMHelper envHelper; envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer"); #endif logConfig.deconfigure(); vstd::clear_pointer(VLC); return 0; } #ifdef VCMI_ANDROID void CVCMIServer::create() { const char * foo[1] = {"android-server"}; main(1, const_cast(foo)); } #elif defined(VCMI_IOS) void CVCMIServer::create(boost::condition_variable * cond) { const auto executablePath = VCMIDirs::get().serverPath(); void *argv[] = {const_cast(executablePath.c_str()), cond}; main(2, reinterpret_cast(argv)); } #endif