mirror of
https://github.com/vcmi/vcmi.git
synced 2025-05-13 22:06:58 +02:00
450 lines
14 KiB
C++
450 lines
14 KiB
C++
/*
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* EntryPoint.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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// EntryPoint.cpp : Defines the entry point for the console application.
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#include "StdInc.h"
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#include "../Global.h"
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#include "../client/ClientCommandManager.h"
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#include "../client/CMT.h"
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#include "../client/CPlayerInterface.h"
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#include "../client/CServerHandler.h"
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#include "../client/GameEngine.h"
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#include "../client/GameInstance.h"
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#include "../client/gui/CursorHandler.h"
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#include "../client/gui/WindowHandler.h"
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#include "../client/mainmenu/CMainMenu.h"
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#include "../client/render/Graphics.h"
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#include "../client/render/IRenderHandler.h"
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#include "../client/windows/CMessage.h"
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#include "../client/windows/InfoWindows.h"
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#include "../lib/AsyncRunner.h"
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#include "../lib/CConsoleHandler.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/ExceptionsCommon.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/logging/CBasicLogConfigurator.h"
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#include "../lib/modding/IdentifierStorage.h"
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#include "../lib/modding/CModHandler.h"
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#include "../lib/modding/ModDescription.h"
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#include "../lib/texts/MetaString.h"
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#include "../lib/GameLibrary.h"
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#include "../lib/VCMIDirs.h"
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#include <boost/program_options.hpp>
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#include <vstd/StringUtils.h>
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#include <SDL_main.h>
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#include <SDL.h>
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#ifdef VCMI_ANDROID
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#include "../lib/CAndroidVMHelper.h"
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#include <SDL_system.h>
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#endif
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#if __MINGW32__
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#undef main
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#endif
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namespace po = boost::program_options;
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namespace po_style = boost::program_options::command_line_style;
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static std::atomic<bool> headlessQuit = false;
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static std::optional<std::string> criticalInitializationError;
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static void init()
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{
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try
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{
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CStopWatch tmh;
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LIBRARY->initializeLibrary();
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logGlobal->info("Initializing VCMI_Lib: %d ms", tmh.getDiff());
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}
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catch (const DataLoadingException & e)
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{
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criticalInitializationError = e.what();
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return;
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}
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// Debug code to load all maps on start
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//ClientCommandManager commandController;
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//commandController.processCommand("translate maps", false);
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}
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static void checkForModLoadingFailure()
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{
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const auto & brokenMods = LIBRARY->identifiersHandler->getModsWithFailedRequests();
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if (!brokenMods.empty())
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{
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MetaString messageText;
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messageText.appendTextID("vcmi.client.errors.modLoadingFailure");
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for (const auto & modID : brokenMods)
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{
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messageText.appendRawString(LIBRARY->modh->getModInfo(modID).getName());
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messageText.appendEOL();
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}
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CInfoWindow::showInfoDialog(messageText.toString(), {});
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}
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}
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static void prog_version()
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{
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printf("%s\n", GameConstants::VCMI_VERSION.c_str());
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std::cout << VCMIDirs::get().genHelpString();
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}
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static void prog_help(const po::options_description &opts)
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{
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auto time = std::time(nullptr);
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printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
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printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
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printf("This is free software; see the source for copying conditions. There is NO\n");
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printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
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printf("\n");
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std::cout << opts;
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}
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#if defined(VCMI_WINDOWS) && !defined(__GNUC__) && defined(VCMI_WITH_DEBUG_CONSOLE)
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int wmain(int argc, wchar_t* argv[])
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#elif defined(VCMI_MOBILE)
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int SDL_main(int argc, char *argv[])
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#else
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int main(int argc, char * argv[])
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#endif
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{
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#ifdef VCMI_ANDROID
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CAndroidVMHelper::initClassloader(SDL_AndroidGetJNIEnv());
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// boost will crash without this
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setenv("LANG", "C", 1);
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#endif
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#if !defined(VCMI_MOBILE)
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// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
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boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
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#endif
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std::cout << "Starting... " << std::endl;
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po::options_description opts("Allowed options");
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po::variables_map vm;
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opts.add_options()
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("help,h", "display help and exit")
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("version,v", "display version information and exit")
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("testmap", po::value<std::string>(), "")
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("testsave", po::value<std::string>(), "")
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("logLocation", po::value<std::string>(), "new location for log files")
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("spectate,s", "enable spectator interface for AI-only games")
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("spectate-ignore-hero", "wont follow heroes on adventure map")
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("spectate-hero-speed", po::value<int>(), "hero movement speed on adventure map")
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("spectate-battle-speed", po::value<int>(), "battle animation speed for spectator")
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("spectate-skip-battle", "skip battles in spectator view")
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("spectate-skip-battle-result", "skip battle result window")
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("onlyAI", "allow one to run without human player, all players will be default AI")
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("headless", "runs without GUI, implies --onlyAI")
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("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
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("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
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("autoSkip", "automatically skip turns in GUI")
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("disable-video", "disable video player")
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("nointro,i", "skips intro movies")
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("donotstartserver,d","do not attempt to start server and just connect to it instead server")
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("serverport", po::value<si64>(), "override port specified in config file")
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("savefrequency", po::value<si64>(), "limit auto save creation to each N days");
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if(argc > 1)
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{
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try
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{
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po::store(po::parse_command_line(argc, argv, opts, po_style::unix_style|po_style::case_insensitive), vm);
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}
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catch(boost::program_options::error &e)
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{
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std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
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}
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}
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po::notify(vm);
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if(vm.count("help"))
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{
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prog_help(opts);
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#ifdef VCMI_IOS
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exit(0);
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#else
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return 0;
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#endif
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}
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if(vm.count("version"))
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{
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prog_version();
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#ifdef VCMI_IOS
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exit(0);
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#else
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return 0;
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#endif
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}
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// Init old logging system and new (temporary) logging system
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CStopWatch total;
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CStopWatch pomtime;
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std::cout.flags(std::ios::unitbuf);
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setThreadNameLoggingOnly("MainGUI");
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boost::filesystem::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt";
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if(vm.count("logLocation"))
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logPath = vm["logLocation"].as<std::string>() + "/VCMI_Client_log.txt";
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#ifndef VCMI_IOS
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auto callbackFunction = [](std::string buffer, bool calledFromIngameConsole)
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{
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ClientCommandManager commandController;
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commandController.processCommand(buffer, calledFromIngameConsole);
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};
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CConsoleHandler console(callbackFunction);
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console.start();
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CBasicLogConfigurator logConfigurator(logPath, &console);
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#else
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CBasicLogConfigurator logConfigurator(logPath, nullptr);
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#endif
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logConfigurator.configureDefault();
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logGlobal->info("Starting client of '%s'", GameConstants::VCMI_VERSION);
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logGlobal->info("Creating console and configuring logger: %d ms", pomtime.getDiff());
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logGlobal->info("The log file will be saved to %s", logPath);
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// Init filesystem and settings
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try
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{
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LIBRARY = new GameLibrary;
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LIBRARY->initializeFilesystem(false);
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}
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catch (const DataLoadingException & e)
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{
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handleFatalError(e.what(), true);
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}
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Settings session = settings.write["session"];
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auto setSettingBool = [&](const std::string & key, const std::string & arg) {
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Settings s = settings.write(vstd::split(key, "/"));
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if(vm.count(arg))
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s->Bool() = true;
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else if(s->isNull())
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s->Bool() = false;
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};
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auto setSettingInteger = [&](const std::string & key, const std::string & arg, si64 defaultValue) {
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Settings s = settings.write(vstd::split(key, "/"));
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if(vm.count(arg))
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s->Integer() = vm[arg].as<si64>();
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else if(s->isNull())
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s->Integer() = defaultValue;
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};
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setSettingBool("session/onlyai", "onlyAI");
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setSettingBool("session/disableVideo", "disable-video");
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if(vm.count("headless"))
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{
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session["headless"].Bool() = true;
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session["onlyai"].Bool() = true;
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}
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else if(vm.count("spectate"))
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{
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session["spectate"].Bool() = true;
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session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero");
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session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle");
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session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result");
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if(vm.count("spectate-hero-speed"))
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session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as<int>();
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if(vm.count("spectate-battle-speed"))
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session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as<int>();
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}
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// Server settings
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setSettingBool("session/donotstartserver", "donotstartserver");
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// Init special testing settings
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setSettingInteger("session/serverport", "serverport", 0);
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setSettingInteger("general/saveFrequency", "savefrequency", 1);
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// Initialize logging based on settings
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logConfigurator.configure();
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logGlobal->debug("settings = %s", settings.toJsonNode().toString());
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// Some basic data validation to produce better error messages in cases of incorrect install
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auto testFile = [](const std::string & filename, const std::string & message)
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{
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if (!CResourceHandler::get()->existsResource(ResourcePath(filename)))
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handleFatalError(message, false);
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};
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testFile("DATA/HELP.TXT", "VCMI requires Heroes III: Shadow of Death or Heroes III: Complete data files to run!");
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testFile("DATA/TENTCOLR.TXT", "Heroes III: Restoration of Erathia (including HD Edition) data files are not supported!");
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testFile("MODS/VCMI/MOD.JSON", "VCMI installation is corrupted!\nBuilt-in mod was not found!");
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testFile("DATA/NOTOSERIF-MEDIUM.TTF", "VCMI installation is corrupted!\nBuilt-in font was not found!\nManually deleting '" + VCMIDirs::get().userDataPath().string() + "/Mods/VCMI' directory (if it exists)\nor clearing app data and reimporting Heroes III files may fix this problem.");
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testFile("DATA/PLAYERS.PAL", "Heroes III data files (Data/H3Bitmap.lod) are incomplete or corruped!\n Please reinstall them.");
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testFile("SPRITES/DEFAULT.DEF", "Heroes III data files (Data/H3Sprite.lod) are incomplete or corruped!\n Please reinstall them.");
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if(!settings["session"]["headless"].Bool())
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ENGINE = std::make_unique<GameEngine>();
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GAME = std::make_unique<GameInstance>();
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if (ENGINE)
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ENGINE->setEngineUser(GAME.get());
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#ifndef VCMI_NO_THREADED_LOAD
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//we can properly play intro only in the main thread, so we have to move loading to the separate thread
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std::thread loading([]()
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{
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setThreadName("initialize");
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init();
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});
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#else
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init();
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#endif
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#ifndef VCMI_NO_THREADED_LOAD
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#ifdef VCMI_ANDROID // android loads the data quite slowly so we display native progressbar to prevent having only black screen for few seconds
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{
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CAndroidVMHelper vmHelper;
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vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "showProgress");
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#endif // ANDROID
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loading.join();
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#ifdef VCMI_ANDROID
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vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "hideProgress");
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}
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#endif // ANDROID
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#endif // THREADED
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if (criticalInitializationError.has_value())
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{
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handleFatalError(criticalInitializationError.value(), false);
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}
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if (ENGINE)
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{
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pomtime.getDiff();
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graphics = new Graphics(); // should be before curh
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ENGINE->renderHandler().onLibraryLoadingFinished(LIBRARY);
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CMessage::init();
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logGlobal->info("Message handler: %d ms", pomtime.getDiff());
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ENGINE->cursor().init();
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ENGINE->cursor().show();
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}
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logGlobal->info("Initialization of VCMI (together): %d ms", total.getDiff());
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session["autoSkip"].Bool() = vm.count("autoSkip");
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session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
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session["aiSolo"].Bool() = false;
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if(vm.count("testmap"))
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{
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session["testmap"].String() = vm["testmap"].as<std::string>();
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session["onlyai"].Bool() = true;
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GAME->server().debugStartTest(session["testmap"].String(), false);
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}
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else if(vm.count("testsave"))
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{
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session["testsave"].String() = vm["testsave"].as<std::string>();
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session["onlyai"].Bool() = true;
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GAME->server().debugStartTest(session["testsave"].String(), true);
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}
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else if (!settings["session"]["headless"].Bool())
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{
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GAME->mainmenu()->makeActiveInterface();
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bool playIntroVideo = !vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool();
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if(playIntroVideo)
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GAME->mainmenu()->playIntroVideos();
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else
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GAME->mainmenu()->playMusic();
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}
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#ifndef VCMI_UNIX
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// on Linux, name of main thread is also name of our process. Which we don't want to change
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setThreadName("MainGUI");
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#endif
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try
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{
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if (ENGINE)
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{
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checkForModLoadingFailure();
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ENGINE->mainLoop();
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}
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else
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{
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while(!headlessQuit)
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std::this_thread::sleep_for(std::chrono::milliseconds(200));
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std::this_thread::sleep_for(std::chrono::milliseconds(500));
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}
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}
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catch (const GameShutdownException & )
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{
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// no-op - just break out of main loop
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logGlobal->info("Main loop termination requested");
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}
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GAME->server().endNetwork();
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if(!settings["session"]["headless"].Bool())
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{
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if(GAME->server().client)
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GAME->server().endGameplay();
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if (ENGINE)
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ENGINE->windows().clear();
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}
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GAME.reset();
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if(!settings["session"]["headless"].Bool())
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{
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CMessage::dispose();
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delete graphics;
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graphics = nullptr;
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}
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// must be executed before reset - since unique_ptr resets pointer to null before calling destructor
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ENGINE->async().wait();
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ENGINE.reset();
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delete LIBRARY;
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LIBRARY = nullptr;
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logConfigurator.deconfigure();
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std::cout << "Ending...\n";
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return 0;
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}
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/// Notify user about encountered fatal error and terminate the game
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/// TODO: decide on better location for this method
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void handleFatalError(const std::string & message, bool terminate)
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{
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logGlobal->error("FATAL ERROR ENCOUNTERED, VCMI WILL NOW TERMINATE");
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logGlobal->error("Reason: %s", message);
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std::string messageToShow = "Fatal error! " + message;
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error!", messageToShow.c_str(), nullptr);
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if (terminate)
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throw std::runtime_error(message);
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else
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::exit(1);
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}
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