/* * 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/campaign/CampaignState.h" #include "../lib/CThreadHelper.h" #include "../lib/serializer/Connection.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/CMapHeader.h" #include "../lib/rmg/CMapGenOptions.h" #include "../lib/NetPackVisitor.h" #include "LobbyNetPackVisitors.h" #ifdef VCMI_ANDROID #include #include #include "lib/CAndroidVMHelper.h" #endif #include "../lib/VCMI_Lib.h" #include "../lib/VCMIDirs.h" #include "CGameHandler.h" #include "processors/PlayerMessageProcessor.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/gameState/CGameState.h" 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); ClientPermissionsCheckerNetPackVisitor checker(*srv); ptr->visit(checker); if(checker.getResult()) { boost::unique_lock stateLock(srv->stateMutex); ApplyOnServerNetPackVisitor applier(*srv); ptr->visit(applier); return applier.getResult(); } else return false; } void applyOnServerAfter(CVCMIServer * srv, void * pack) const override { T * ptr = static_cast(pack); ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv); ptr->visit(applier); } }; 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")) { logNetwork->error("Port must be specified when run-by-client is used!!"); 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::setState(EServerState value) { state.store(value); } EServerState CVCMIServer::getState() const { return state.load(); } void CVCMIServer::run() { if(!restartGameplay) { this->announceLobbyThread = std::make_unique(&CVCMIServer::threadAnnounceLobby, this); startAsyncAccept(); if(!remoteConnectionsThread && cmdLineOptions.count("lobby")) { remoteConnectionsThread = std::make_unique(&CVCMIServer::establishRemoteConnections, this); } #if defined(VCMI_ANDROID) #ifndef SINGLE_PROCESS_APP CAndroidVMHelper vmHelper; vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady"); #endif #endif } while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING) boost::this_thread::sleep_for(boost::chrono::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_for(boost::chrono::milliseconds(50)); } void CVCMIServer::establishRemoteConnections() { setThreadName("establishConnection"); //wait for host connection while(connections.empty()) boost::this_thread::sleep_for(boost::chrono::milliseconds(50)); uuid = cmdLineOptions["lobby-uuid"].as(); int numOfConnections = cmdLineOptions["connections"].as(); auto address = cmdLineOptions["lobby"].as(); int port = cmdLineOptions["lobby-port"].as(); logGlobal->info("Server is connecting to remote at %s:%d with uuid %s %d times", address, port, uuid, numOfConnections); for(int i = 0; i < numOfConnections; ++i) connectToRemote(address, port); } void CVCMIServer::connectToRemote(const std::string & addr, int port) { std::shared_ptr c; try { logNetwork->info("Establishing connection..."); c = std::make_shared(addr, port, SERVER_NAME, uuid); } catch(...) { logNetwork->error("\nCannot establish remote connection!"); } if(c) { connections.insert(c); c->handler = std::make_shared(&CVCMIServer::threadHandleClient, this, c); } } void CVCMIServer::threadAnnounceLobby() { setThreadName("announceLobby"); while(state != EServerState::SHUTDOWN) { { boost::unique_lock myLock(mx); while(!announceQueue.empty()) { announcePack(std::move(announceQueue.front())); announceQueue.pop_front(); } if(acceptor) { io->reset(); io->poll(); } } boost::this_thread::sleep_for(boost::chrono::milliseconds(50)); } } void CVCMIServer::prepareToRestart() { if(state == EServerState::GAMEPLAY) { restartGameplay = true; * si = * gh->gs->initialOpts; si->seedToBeUsed = si->seedPostInit = 0; state = EServerState::LOBBY; if (si->campState) { assert(si->campState->currentScenario().has_value()); campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0)); campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1); } // FIXME: dirry hack to make sure old CGameHandler::run is finished boost::this_thread::sleep_for(boost::chrono::milliseconds(1000)); } for(auto c : connections) { c->enterLobbyConnectionMode(); c->disableStackSendingByID(); } boost::unique_lock queueLock(mx); gh = nullptr; } bool CVCMIServer::prepareToStartGame() { Load::ProgressAccumulator progressTracking; Load::Progress current(1); progressTracking.include(current); Load::Type currentProgress = std::numeric_limits::max(); auto progressTrackingThread = boost::thread([this, &progressTracking, ¤tProgress]() { while(!progressTracking.finished()) { if(progressTracking.get() != currentProgress) { currentProgress = progressTracking.get(); std::unique_ptr loadProgress(new LobbyLoadProgress); loadProgress->progress = currentProgress; addToAnnounceQueue(std::move(loadProgress)); } boost::this_thread::sleep(boost::posix_time::milliseconds(50)); } }); gh = std::make_shared(this); switch(si->mode) { case StartInfo::CAMPAIGN: logNetwork->info("Preparing to start new campaign"); si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(0)); si->campState->setCurrentMap(campaignMap); si->campState->setCurrentMapBonus(campaignBonus); gh->init(si.get(), progressTracking); break; case StartInfo::NEW_GAME: logNetwork->info("Preparing to start new game"); si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(0)); gh->init(si.get(), progressTracking); break; case StartInfo::LOAD_GAME: logNetwork->info("Preparing to start loaded game"); if(!gh->load(si->mapname)) { current.finish(); progressTrackingThread.join(); return false; } break; default: logNetwork->error("Wrong mode in StartInfo!"); assert(0); break; } current.finish(); progressTrackingThread.join(); return true; } 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 { if(state == EServerState::LOBBY || !hangingConnections.empty()) { 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(); } class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor) { private: CVCMIServer & handler; std::shared_ptr gh; public: CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr gh) :handler(handler), gh(gh) { } virtual bool callTyped() override { return false; } virtual void visitForLobby(CPackForLobby & packForLobby) override { handler.handleReceivedPack(std::unique_ptr(&packForLobby)); } virtual void visitForServer(CPackForServer & serverPack) override { if (gh) gh->handleReceivedPack(&serverPack); else logNetwork->error("Received pack for game server while in lobby!"); } virtual void visitForClient(CPackForClient & clientPack) override { } }; void CVCMIServer::threadHandleClient(std::shared_ptr c) { setThreadName("handleClient"); c->enterLobbyConnectionMode(); while(c->connected) { CPack * pack; try { pack = c->retrievePack(); } catch(boost::system::system_error & e) { if (e.code() == boost::asio::error::eof) logNetwork->error("Network error receiving a pack. Connection has been closed"); else logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what()); hangingConnections.insert(c); connections.erase(c); if(connections.empty() || hostClient == c) state = EServerState::SHUTDOWN; if(gh && state == EServerState::GAMEPLAY) { gh->handleClientDisconnection(c); } break; } CVCMIServerPackVisitor visitor(*this, this->gh); pack->visit(visitor); } boost::unique_lock queueLock(mx); if(c->connected) { auto lcd = std::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 sending 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::announceMessage(const std::string & txt) { logNetwork->info("Show message: %s", txt); auto cm = std::make_unique(); cm->message = txt; addToAnnounceQueue(std::move(cm)); } void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName) { logNetwork->info("%s says: %s", playerName, txt); auto cm = std::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) { if(state == EServerState::LOBBY) 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); if(state == EServerState::LOBBY) { 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; if(connections.empty() || hostClient == c) { state = EServerState::SHUTDOWN; return; } PlayerReinitInterface startAiPack; startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI; for(auto it = playerNames.begin(); it != playerNames.end();) { if(it->second.connection != c->connectionID) { ++it; continue; } int id = it->first; std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID); announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients auto * playerSettings = si->getPlayersSettings(id); if(!playerSettings) { ++it; continue; } it = playerNames.erase(it); setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI); if(gh && si && state == EServerState::GAMEPLAY) { gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText); gh->connections[playerSettings->color].insert(hostClient); startAiPack.players.push_back(playerSettings->color); } } if(!startAiPack.players.empty()) gh->sendAndApply(&startAiPack); } void CVCMIServer::reconnectPlayer(int connId) { PlayerReinitInterface startAiPack; startAiPack.playerConnectionId = connId; if(gh && si && state == EServerState::GAMEPLAY) { for(auto it = playerNames.begin(); it != playerNames.end(); ++it) { if(it->second.connection != connId) continue; int id = it->first; auto * playerSettings = si->getPlayersSettings(id); if(!playerSettings) continue; std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId); gh->playerMessages->broadcastMessage(playerSettings->color, messageText); startAiPack.players.push_back(playerSettings->color); } if(!startAiPack.players.empty()) gh->sendAndApply(&startAiPack); } } 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->currentScenario().value(); 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->campaign) 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.getNum() != 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 = std::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]; FactionID & cur = s.castle; auto & allowed = getPlayerInfo(player.getNum()).allowedFactions; const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom; if(cur.getNum() == PlayerSettings::NONE) //no change return; if(cur.getNum() == 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(cur); std::advance(iter, dir); cur = *iter; } } if(s.hero.getNum() >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor { s.hero = PlayerSettings::RANDOM; } if(cur.getNum() < 0 && s.bonus == PlayerSettings::RESOURCE) s.bonus = PlayerSettings::RANDOM; } void CVCMIServer::optionSetCastle(PlayerColor player, int id) { PlayerSettings & s = si->playerInfos[player]; FactionID & cur = s.castle; auto & allowed = getPlayerInfo(player.getNum()).allowedFactions; if(cur.getNum() == PlayerSettings::NONE) //no change return; if(allowed.find(static_cast(id)) == allowed.end() && id != PlayerSettings::RANDOM) // valid id return; cur = static_cast(id); if(s.hero.getNum() >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor { s.hero = PlayerSettings::RANDOM; } if(cur.getNum() < 0 && s.bonus == PlayerSettings::RESOURCE) s.bonus = PlayerSettings::RANDOM; } void CVCMIServer::setCampaignMap(CampaignScenarioID mapId) { campaignMap = mapId; si->difficulty = si->campState->scenario(mapId).difficulty; campaignBonus = -1; updateStartInfoOnMapChange(si->campState->getMapInfo(mapId)); } void CVCMIServer::setCampaignBonus(int bonusId) { campaignBonus = bonusId; const CampaignScenario & scenario = si->campState->scenario(campaignMap); const std::vector & bonDescs = scenario.travelOptions.bonusesToChoose; if(bonDescs[bonusId].type == CampaignBonusType::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.getNum() < 0 || s.hero.getNum() == PlayerSettings::NONE) return; if(s.hero.getNum() == 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 } } void CVCMIServer::optionSetHero(PlayerColor player, int id) { PlayerSettings & s = si->playerInfos[player]; if(s.castle.getNum() < 0 || s.hero.getNum() == PlayerSettings::NONE) return; if(id == PlayerSettings::RANDOM) { s.hero = PlayerSettings::RANDOM; } if(canUseThisHero(player, id)) s.hero = static_cast(id); } HeroTypeID 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 HeroTypeID(i); } else { for(int i = max - incl; i >= min + incl; i--) if(canUseThisHero(player, i)) return HeroTypeID(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.getNum() == 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.getNum() == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource { if(dir < 0) ret = PlayerSettings::GOLD; else ret = PlayerSettings::RANDOM; } } void CVCMIServer::optionSetBonus(PlayerColor player, int id) { PlayerSettings & s = si->playerInfos[player]; if(s.hero.getNum() == PlayerSettings::NONE && !getPlayerInfo(player.getNum()).heroesNames.size() && id == PlayerSettings::ARTIFACT) //no hero - can't be artifact return; if(id > PlayerSettings::RESOURCE) return; if(id < PlayerSettings::RANDOM) return; if(s.castle.getNum() == PlayerSettings::RANDOM && id == PlayerSettings::RESOURCE) //random castle - can't be resource return; s.bonus = static_cast(static_cast(id)); } 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.getNum() != 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; } static void handleCommandOptions(int argc, const 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(), "") ("port", po::value(), "port at which server will listen to connections from client") ("lobby", po::value(), "address to remote lobby") ("lobby-port", po::value(), "port at which server connect to remote lobby") ("lobby-uuid", po::value(), "") ("connections", po::value(), "amount of connections to remote lobby"); if(argc > 1) { try { po::store(po::parse_command_line(argc, argv, opts), options); } catch(boost::program_options::error & e) { std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl; } } #ifdef SINGLE_PROCESS_APP options.emplace("run-by-client", po::variable_value{true, true}); #endif po::notify(options); #ifndef SINGLE_PROCESS_APP 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); } #endif } #ifdef SINGLE_PROCESS_APP #define main server_main #endif #if VCMI_ANDROID_DUAL_PROCESS void CVCMIServer::create() { const int argc = 1; const char * argv[argc] = { "android-server" }; #else int main(int argc, const char * argv[]) { #endif #if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP) // 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 #ifndef VCMI_IOS console = new CConsoleHandler(); #endif CBasicLogConfigurator logConfig(VCMIDirs::get().userLogsPath() / "VCMI_Server_log.txt", console); logConfig.configureDefault(); logGlobal->info(SERVER_NAME); boost::program_options::variables_map opts; handleCommandOptions(argc, argv, opts); preinitDLL(console); logConfig.configure(); loadDLLClasses(); srand((ui32)time(nullptr)); #ifdef SINGLE_PROCESS_APP boost::condition_variable * cond = reinterpret_cast(const_cast(argv[0])); cond->notify_one(); #endif try { boost::asio::io_service io_service; CVCMIServer server(opts); try { while(server.getState() != 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.setState(EServerState::SHUTDOWN); } } 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; } #if VCMI_ANDROID_DUAL_PROCESS CAndroidVMHelper envHelper; envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer"); #endif logConfig.deconfigure(); vstd::clear_pointer(VLC); #if !VCMI_ANDROID_DUAL_PROCESS return 0; #endif } #if VCMI_ANDROID_DUAL_PROCESS extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_createServer(JNIEnv * env, jclass cls) { __android_log_write(ANDROID_LOG_INFO, "VCMI", "Got jni call to init server"); CAndroidVMHelper::cacheVM(env); CVCMIServer::create(); } extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_initClassloader(JNIEnv * baseEnv, jclass cls) { CAndroidVMHelper::initClassloader(baseEnv); } #elif defined(SINGLE_PROCESS_APP) void CVCMIServer::create(boost::condition_variable * cond, const std::vector & args) { std::vector argv = {cond}; for(auto & a : args) argv.push_back(a.c_str()); main(argv.size(), reinterpret_cast(&*argv.begin())); } #ifdef VCMI_ANDROID void CVCMIServer::reuseClientJNIEnv(void * jniEnv) { CAndroidVMHelper::initClassloader(jniEnv); CAndroidVMHelper::alwaysUseLoadedClass = true; } #endif // VCMI_ANDROID #endif // VCMI_ANDROID_DUAL_PROCESS