/* * 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 "ServerRunner.h" #include "GameChatHandler.h" #include "CPlayerInterface.h" #include "gui/CGuiHandler.h" #include "gui/WindowHandler.h" #include "globalLobby/GlobalLobbyClient.h" #include "lobby/CSelectionBase.h" #include "lobby/CLobbyScreen.h" #include "windows/InfoWindows.h" #include "mainmenu/CMainMenu.h" #include "mainmenu/CPrologEpilogVideo.h" #include "mainmenu/CHighScoreScreen.h" #include "../lib/CConfigHandler.h" #include "../lib/CGeneralTextHandler.h" #include "ConditionalWait.h" #include "../lib/CThreadHelper.h" #include "../lib/StartInfo.h" #include "../lib/TurnTimerInfo.h" #include "../lib/VCMIDirs.h" #include "../lib/campaign/CampaignState.h" #include "../lib/CPlayerState.h" #include "../lib/mapping/CMapInfo.h" #include "../lib/mapObjects/CGTownInstance.h" #include "../lib/mapObjects/MiscObjects.h" #include "../lib/modding/ModIncompatibility.h" #include "../lib/rmg/CMapGenOptions.h" #include "../lib/serializer/Connection.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/registerTypes/RegisterTypesLobbyPacks.h" #include "../lib/serializer/CMemorySerializer.h" #include "../lib/UnlockGuard.h" #include #include #include #include "../lib/serializer/Cast.h" #include "LobbyClientNetPackVisitors.h" #include template class CApplyOnLobby; class CBaseForLobbyApply { public: virtual bool applyOnLobbyHandler(CServerHandler * handler, CPackForLobby & pack) const = 0; virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & 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, CPackForLobby & pack) const override { auto & ref = static_cast(pack); ApplyOnLobbyHandlerNetPackVisitor visitor(*handler); logNetwork->trace("\tImmediately apply on lobby: %s", typeid(ref).name()); ref.visit(visitor); return visitor.getResult(); } void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & pack) const override { auto & ref = static_cast(pack); ApplyOnLobbyScreenNetPackVisitor visitor(*handler, lobby); logNetwork->trace("\tApply on lobby from queue: %s", typeid(ref).name()); ref.visit(visitor); } }; template<> class CApplyOnLobby: public CBaseForLobbyApply { public: bool applyOnLobbyHandler(CServerHandler * handler, CPackForLobby & pack) const override { logGlobal->error("Cannot apply plain CPack!"); assert(0); return false; } void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & pack) const override { logGlobal->error("Cannot apply plain CPack!"); assert(0); } }; CServerHandler::~CServerHandler() { if (serverRunner) serverRunner->shutdown(); networkHandler->stop(); try { if (serverRunner) serverRunner->wait(); serverRunner.reset(); { auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex); threadNetwork.join(); } } catch (const std::runtime_error & e) { logGlobal->error("Failed to shut down network thread! Reason: %s", e.what()); assert(0); } } void CServerHandler::endNetwork() { if (client) client->endNetwork(); networkHandler->stop(); { auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex); threadNetwork.join(); } } CServerHandler::CServerHandler() : networkHandler(INetworkHandler::createHandler()) , lobbyClient(std::make_unique()) , gameChat(std::make_unique()) , applier(std::make_unique>()) , threadNetwork(&CServerHandler::threadRunNetwork, this) , state(EClientState::NONE) , serverPort(0) , campaignStateToSend(nullptr) , screenType(ESelectionScreen::unknown) , serverMode(EServerMode::NONE) , loadMode(ELoadMode::NONE) , client(nullptr) { uuid = boost::uuids::to_string(boost::uuids::random_generator()()); registerTypesLobbyPacks(*applier); } void CServerHandler::setHighScoreCalc(const std::shared_ptr &newHighScoreCalc) { campaignScoreCalculator = newHighScoreCalc; } void CServerHandler::threadRunNetwork() { logGlobal->info("Starting network thread"); setThreadName("runNetwork"); try { networkHandler->run(); } catch (const TerminationRequestedException &) { logGlobal->info("Terminating network thread"); return; } logGlobal->info("Ending network thread"); } void CServerHandler::resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode newServerMode, const std::vector & playerNames) { hostClientId = -1; setState(EClientState::NONE); serverMode = newServerMode; mapToStart = nullptr; th = std::make_unique(); logicConnection.reset(); si = std::make_shared(); localPlayerNames.clear(); si->difficulty = 1; si->mode = mode; screenType = screen; localPlayerNames.clear(); if(!playerNames.empty()) //if have custom set of player names - use it localPlayerNames = playerNames; else localPlayerNames.push_back(settings["general"]["playerName"].String()); gameChat->resetMatchState(); lobbyClient->resetMatchState(); } GameChatHandler & CServerHandler::getGameChat() { return *gameChat; } GlobalLobbyClient & CServerHandler::getGlobalLobby() { return *lobbyClient; } INetworkHandler & CServerHandler::getNetworkHandler() { return *networkHandler; } void CServerHandler::startLocalServerAndConnect(bool connectToLobby) { logNetwork->trace("\tLocal server startup has been requested"); #ifdef VCMI_MOBILE // mobile apps can't spawn separate processes - only thread mode is available serverRunner.reset(new ServerThreadRunner()); #else if (settings["server"]["useProcess"].Bool()) serverRunner.reset(new ServerProcessRunner()); else serverRunner.reset(new ServerThreadRunner()); #endif auto si = std::make_shared(); auto lastDifficulty = settings["general"]["lastDifficulty"]; si->difficulty = lastDifficulty.Integer(); logNetwork->trace("\tStarting local server"); serverRunner->start(getLocalPort(), connectToLobby, si); logNetwork->trace("\tConnecting to local server"); connectToServer(getLocalHostname(), getLocalPort()); logNetwork->trace("\tWaiting for connection"); } void CServerHandler::connectToServer(const std::string & addr, const ui16 port) { logNetwork->info("Establishing connection to %s:%d...", addr, port); setState(EClientState::CONNECTING); serverHostname = addr; serverPort = port; if (!isServerLocal()) { Settings remoteAddress = settings.write["server"]["remoteHostname"]; remoteAddress->String() = addr; Settings remotePort = settings.write["server"]["remotePort"]; remotePort->Integer() = port; } networkHandler->connectToRemote(*this, addr, port); } void CServerHandler::onConnectionFailed(const std::string & errorMessage) { assert(getState() == EClientState::CONNECTING); boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if (isServerLocal()) { // retry - local server might be still starting up logNetwork->debug("\nCannot establish connection. %s. Retrying...", errorMessage); networkHandler->createTimer(*this, std::chrono::milliseconds(100)); } else { // remote server refused connection - show error message setState(EClientState::NONE); CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.mainMenu.serverConnectionFailed"), {}); } } void CServerHandler::onTimer() { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if(getState() == EClientState::CONNECTION_CANCELLED) { logNetwork->info("Connection aborted by player!"); serverRunner->wait(); serverRunner.reset(); if (GH.windows().topWindow() != nullptr) GH.windows().popWindows(1); return; } assert(isServerLocal()); networkHandler->connectToRemote(*this, getLocalHostname(), getLocalPort()); } void CServerHandler::onConnectionEstablished(const NetworkConnectionPtr & netConnection) { assert(getState() == EClientState::CONNECTING); boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); networkConnection = netConnection; logNetwork->info("Connection established"); if (serverMode == EServerMode::LOBBY_GUEST) { // say hello to lobby to switch connection to proxy mode getGlobalLobby().sendProxyConnectionLogin(netConnection); } logicConnection = std::make_shared(netConnection); logicConnection->uuid = uuid; logicConnection->enterLobbyConnectionMode(); sendClientConnecting(); } void CServerHandler::applyPackOnLobbyScreen(CPackForLobby & pack) { const CBaseForLobbyApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(&pack)); //find the applier apply->applyOnLobbyScreen(dynamic_cast(SEL), this, pack); GH.windows().totalRedraw(); } std::set CServerHandler::getHumanColors() { return clientHumanColors(logicConnection->connectionID); } PlayerColor CServerHandler::myFirstColor() const { return clientFirstColor(logicConnection->connectionID); } bool CServerHandler::isMyColor(PlayerColor color) const { return isClientColor(logicConnection->connectionID, color); } ui8 CServerHandler::myFirstId() const { return clientFirstId(logicConnection->connectionID); } EClientState CServerHandler::getState() const { return state; } void CServerHandler::setState(EClientState newState) { if (newState == EClientState::CONNECTION_CANCELLED && serverRunner != nullptr) serverRunner->shutdown(); state = newState; } bool CServerHandler::isServerLocal() const { return serverRunner != nullptr; } bool CServerHandler::isHost() const { return logicConnection && hostClientId == logicConnection->connectionID; } bool CServerHandler::isGuest() const { return !logicConnection || hostClientId != logicConnection->connectionID; } const std::string & CServerHandler::getLocalHostname() const { return settings["server"]["localHostname"].String(); } ui16 CServerHandler::getLocalPort() const { return settings["server"]["localPort"].Integer(); } const std::string & CServerHandler::getRemoteHostname() const { return settings["server"]["remoteHostname"].String(); } ui16 CServerHandler::getRemotePort() const { return settings["server"]["remotePort"].Integer(); } const std::string & CServerHandler::getCurrentHostname() const { return serverHostname; } ui16 CServerHandler::getCurrentPort() const { return serverPort; } void CServerHandler::sendClientConnecting() const { LobbyClientConnected lcc; lcc.uuid = uuid; lcc.names = localPlayerNames; 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(getState() == EClientState::DISCONNECTING) { assert(0); return; } setState(EClientState::DISCONNECTING); mapToStart = nullptr; LobbyClientDisconnected lcd; lcd.clientId = logicConnection->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); networkConnection->close(); networkConnection.reset(); logicConnection.reset(); waitForServerShutdown(); } void CServerHandler::setCampaignState(std::shared_ptr newCampaign) { setState(EClientState::LOBBY_CAMPAIGN); LobbySetCampaign lsc; lsc.ourCampaign = newCampaign; sendLobbyPack(lsc); } void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const { if(getState() == 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(getState() == 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::setPlayerName(PlayerColor color, const std::string & name) const { LobbySetPlayerName lspn; lspn.color = color; lspn.name = name; sendLobbyPack(lspn); } void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const { LobbyChangePlayerOption lcpo; lcpo.what = what; lcpo.value = value; lcpo.color = player; sendLobbyPack(lcpo); } void CServerHandler::setDifficulty(int to) const { LobbySetDifficulty lsd; lsd.difficulty = to; sendLobbyPack(lsd); } void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const { LobbySetSimturns pack; pack.simturnsInfo = info; sendLobbyPack(pack); } void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const { LobbySetTurnTime lstt; lstt.turnTimerInfo = info; sendLobbyPack(lstt); } void CServerHandler::setExtraOptionsInfo(const ExtraOptionsInfo & info) const { LobbySetExtraOptions lseo; lseo.extraOptionsInfo = info; sendLobbyPack(lseo); } 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; std::string playerColorId; readed >> connectedId; readed >> playerColorId; if(connectedId.length() && playerColorId.length()) { 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 { gameChat->sendMessageLobby(playerNames.find(myFirstId())->second.name, txt); } } void CServerHandler::sendGuiAction(ui8 action) const { LobbyGuiAction lga; lga.action = static_cast(action); sendLobbyPack(lga); } void CServerHandler::sendRestartGame() const { GH.windows().createAndPushWindow(); LobbyRestartGame endGame; sendLobbyPack(endGame); } bool CServerHandler::validateGameStart(bool allowOnlyAI) const { try { verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool()); } catch(ModIncompatibility & e) { logGlobal->warn("Incompatibility exception during start scenario: %s", e.what()); std::string errorMsg; if(!e.whatMissing().empty()) { errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n'; errorMsg += e.whatMissing(); } if(!e.whatExcessive().empty()) { errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n'; errorMsg += e.whatExcessive(); } showServerError(errorMsg); return false; } catch(std::exception & e) { logGlobal->error("Exception during startScenario: %s", e.what()); showServerError( std::string("Unable to start map! Reason: ") + e.what()); return false; } return true; } void CServerHandler::sendStartGame(bool allowOnlyAI) const { verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool()); if(!settings["session"]["headless"].Bool()) GH.windows().createAndPushWindow(); LobbyPrepareStartGame lpsg; sendLobbyPack(lpsg); LobbyStartGame lsg; sendLobbyPack(lsg); } void CServerHandler::startMapAfterConnection(std::shared_ptr to) { mapToStart = to; } void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState) { if(CMM) CMM->disable(); switch(si->mode) { case EStartMode::NEW_GAME: client->newGame(gameState); break; case EStartMode::CAMPAIGN: if(si->campState->conqueredScenarios().empty()) campaignScoreCalculator.reset(); client->newGame(gameState); break; case EStartMode::LOAD_GAME: client->loadGame(gameState); break; default: throw std::runtime_error("Invalid mode"); } // After everything initialized we can accept CPackToClient netpacks logicConnection->enterGameplayConnectionMode(client->gameState()); setState(EClientState::GAMEPLAY); } HighScoreParameter CServerHandler::prepareHighScores(PlayerColor player, bool victory) { const auto * gs = client->gameState(); const auto * playerState = gs->getPlayerState(player); HighScoreParameter param; param.difficulty = gs->getStartInfo()->difficulty; param.day = gs->getDate(); param.townAmount = gs->howManyTowns(player); param.usedCheat = gs->getPlayerState(player)->cheated; param.hasGrail = false; for(const CGHeroInstance * h : playerState->heroes) if(h->hasArt(ArtifactID::GRAIL)) param.hasGrail = true; for(const CGTownInstance * t : playerState->towns) if(t->builtBuildings.count(BuildingID::GRAIL)) param.hasGrail = true; param.allDefeated = true; for (PlayerColor otherPlayer(0); otherPlayer < PlayerColor::PLAYER_LIMIT; ++otherPlayer) { auto ps = gs->getPlayerState(otherPlayer, false); if(ps && otherPlayer != player && !ps->checkVanquished()) param.allDefeated = false; } param.scenarioName = gs->getMapHeader()->name.toString(); param.playerName = gs->getStartInfo()->playerInfos.find(player)->second.name; return param; } void CServerHandler::showHighScoresAndEndGameplay(PlayerColor player, bool victory) { HighScoreParameter param = prepareHighScores(player, victory); if(victory && client->gameState()->getStartInfo()->campState) { startCampaignScenario(param, client->gameState()->getStartInfo()->campState); } else { HighScoreCalculation scenarioHighScores; scenarioHighScores.parameters.push_back(param); scenarioHighScores.isCampaign = false; endGameplay(); GH.defActionsDef = 63; CMM->menu->switchToTab("main"); GH.windows().createAndPushWindow(victory, scenarioHighScores); } } void CServerHandler::endGameplay() { // Game is ending // Tell the network thread to reach a stable state sendClientDisconnecting(); logNetwork->info("Closed connection."); client->endGame(); client.reset(); if(CMM) { GH.curInt = CMM.get(); CMM->enable(); } else { GH.curInt = CMainMenu::create().get(); } } void CServerHandler::restartGameplay() { client->endGame(); client.reset(); logicConnection->enterLobbyConnectionMode(); } void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr cs) { std::shared_ptr ourCampaign = cs; if (!cs) ourCampaign = si->campState; if(campaignScoreCalculator == nullptr) { campaignScoreCalculator = std::make_shared(); campaignScoreCalculator->isCampaign = true; campaignScoreCalculator->parameters.clear(); } param.campaignName = cs->getNameTranslated(); campaignScoreCalculator->parameters.push_back(param); endGameplay(); auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog; auto finisher = [this, ourCampaign]() { if(ourCampaign->campaignSet != "" && ourCampaign->isCampaignFinished()) { Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()]; entry->Bool() = true; } GH.windows().pushWindow(CMM); GH.windows().pushWindow(CMM->menu); if(!ourCampaign->isCampaignFinished()) CMM->openCampaignLobby(ourCampaign); else { CMM->openCampaignScreen(ourCampaign->campaignSet); GH.windows().createAndPushWindow(true, *campaignScoreCalculator); } }; if(epilogue.hasPrologEpilog) { GH.windows().createAndPushWindow(epilogue, finisher); } else { finisher(); } } void CServerHandler::showServerError(const std::string & txt) const { if(auto w = GH.windows().topWindow()) GH.windows().popWindow(w); CInfoWindow::showInfoDialog(txt, {}); } int CServerHandler::howManyPlayerInterfaces() { int playerInts = 0; for(auto pint : client->playerint) { if(dynamic_cast(pint.second.get())) playerInts++; } return playerInts; } ELoadMode CServerHandler::getLoadMode() { if(loadMode != ELoadMode::TUTORIAL && getState() == EClientState::GAMEPLAY) { if(si->campState) return ELoadMode::CAMPAIGN; for(auto pn : playerNames) { if(pn.second.connection != logicConnection->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(EStartMode::LOAD_GAME, ESelectionScreen::loadGame, EServerMode::LOCAL, {}); mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME)); } else { resetStateForLobby(EStartMode::NEW_GAME, ESelectionScreen::newGame, EServerMode::LOCAL, {}); mapInfo->mapInit(filename); } if(settings["session"]["donotstartserver"].Bool()) connectToServer(getLocalHostname(), getLocalPort()); else startLocalServerAndConnect(false); boost::this_thread::sleep_for(boost::chrono::milliseconds(100)); while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow()) boost::this_thread::sleep_for(boost::chrono::milliseconds(50)); while(!mi || mapInfo->fileURI != mi->fileURI) { setMapInfo(mapInfo); boost::this_thread::sleep_for(boost::chrono::milliseconds(50)); } // "Click" on color to remove us from it setPlayer(myFirstColor()); while(myFirstColor() != PlayerColor::CANNOT_DETERMINE) boost::this_thread::sleep_for(boost::chrono::milliseconds(50)); while(true) { try { sendStartGame(); break; } catch(...) { } boost::this_thread::sleep_for(boost::chrono::milliseconds(50)); } } class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor) { private: CServerHandler & handler; public: ServerHandlerCPackVisitor(CServerHandler & handler) :handler(handler) { } bool callTyped() override { return false; } void visitForLobby(CPackForLobby & lobbyPack) override { handler.visitForLobby(lobbyPack); } void visitForClient(CPackForClient & clientPack) override { handler.visitForClient(clientPack); } }; void CServerHandler::onPacketReceived(const std::shared_ptr &, const std::vector & message) { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if(getState() == EClientState::DISCONNECTING) return; CPack * pack = logicConnection->retrievePack(message); ServerHandlerCPackVisitor visitor(*this); pack->visit(visitor); } void CServerHandler::onDisconnected(const std::shared_ptr & connection, const std::string & errorMessage) { boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex); if (connection != networkConnection) { // ServerHandler already closed this connection on its own // This is the final call from network thread that informs serverHandler that connection has died // ignore it since serverHandler have already shut down this connection (and possibly started a new one) return; } waitForServerShutdown(); if(getState() == EClientState::DISCONNECTING) { // Note: this branch can be reached on app shutdown, when main thread holds mutex till destruction logNetwork->info("Successfully closed connection to server!"); return; } logNetwork->error("Lost connection to server! Connection has been closed"); if(client) { endGameplay(); GH.defActionsDef = 63; CMM->menu->switchToTab("main"); showServerError(CGI->generaltexth->translate("vcmi.server.errors.disconnected")); } else { LobbyClientDisconnected lcd; lcd.clientId = logicConnection->connectionID; applyPackOnLobbyScreen(lcd); } networkConnection.reset(); } void CServerHandler::waitForServerShutdown() { if (!serverRunner) return; // may not exist for guest in MP serverRunner->wait(); int exitCode = serverRunner->exitCode(); serverRunner.reset(); if (exitCode == 0) { logNetwork->info("Server closed correctly"); } else { if (getState() == EClientState::CONNECTING) { showServerError(CGI->generaltexth->translate("vcmi.server.errors.existingProcess")); setState(EClientState::CONNECTION_CANCELLED); // stop attempts to reconnect } logNetwork->error("Error: server failed to close correctly or crashed!"); logNetwork->error("Check log file for more info"); } serverRunner.reset(); } void CServerHandler::visitForLobby(CPackForLobby & lobbyPack) { if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, lobbyPack)) { if(!settings["session"]["headless"].Bool()) applyPackOnLobbyScreen(lobbyPack); } } void CServerHandler::visitForClient(CPackForClient & clientPack) { client->handlePack(&clientPack); } void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const { if(getState() != EClientState::STARTING) logicConnection->sendPack(&pack); } bool CServerHandler::inLobbyRoom() const { return serverMode == EServerMode::LOBBY_HOST || serverMode == EServerMode::LOBBY_GUEST; } bool CServerHandler::inGame() const { return logicConnection != nullptr; }