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vcmi/server/CVCMIServer.cpp
2012-09-25 18:00:55 +00:00

531 lines
13 KiB
C++

#include "StdInc.h"
#include "../lib/Filesystem/CResourceLoader.h"
#include "../lib/CCampaignHandler.h"
#include "../lib/CThreadHelper.h"
#include "../lib/Connection.h"
#include "../lib/CModHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CDefObjInfoHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CCreatureHandler.h"
#include "zlib.h"
#include "CVCMIServer.h"
#include "../lib/StartInfo.h"
#include "../lib/map.h"
#include "../lib/Interprocess.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "CGameHandler.h"
#include "../lib/CMapInfo.h"
#include "../lib/CObjectHandler.h"
#include "../lib/GameConstants.h"
#include "../lib/UnlockGuard.h"
std::string NAME_AFFIX = "server";
std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
using namespace boost;
using namespace boost::asio;
using namespace boost::asio::ip;
namespace intpr = boost::interprocess;
bool end2 = false;
int port = 3030;
/*
* 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
*
*/
static void vaccept(tcp::acceptor *ac, tcp::socket *s, boost::system::error_code *error)
{
ac->accept(*s,*error);
}
CPregameServer::CPregameServer(CConnection *Host, TAcceptor *Acceptor /*= NULL*/)
: host(Host), listeningThreads(0), acceptor(Acceptor), upcomingConnection(NULL),
curmap(NULL), curStartInfo(NULL), state(RUNNING)
{
initConnection(host);
}
void CPregameServer::handleConnection(CConnection *cpc)
{
try
{
while(!cpc->receivedStop)
{
CPackForSelectionScreen *cpfs = NULL;
*cpc >> cpfs;
tlog0 << "Got package to announce " << typeid(*cpfs).name() << " from " << *cpc << std::endl;
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
bool quitting = dynamic_cast<QuitMenuWithoutStarting*>(cpfs),
startingGame = dynamic_cast<StartWithCurrentSettings*>(cpfs);
if(quitting || startingGame) //host leaves main menu or wants to start game -> we end
{
cpc->receivedStop = true;
if(!cpc->sendStop)
sendPack(cpc, *cpfs);
if(cpc == host)
toAnnounce.push_back(cpfs);
}
else
toAnnounce.push_back(cpfs);
if(startingGame)
{
//wait for sending thread to announce start
auto unlock = vstd::makeUnlockGuard(mx);
while(state == RUNNING) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
}
}
catch (const std::exception& e)
{
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
tlog0 << *cpc << " dies... \nWhat happened: " << e.what() << std::endl;
}
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
if(state != ENDING_AND_STARTING_GAME)
{
connections -= cpc;
//notify other players about leaving
PlayerLeft *pl = new PlayerLeft();
pl->playerID = cpc->connectionID;
announceTxt(cpc->name + " left the game");
toAnnounce.push_back(pl);
if(!connections.size())
{
tlog0 << "Last connection lost, server will close itself...\n";
boost::this_thread::sleep(boost::posix_time::seconds(2)); //we should never be hasty when networking
state = ENDING_WITHOUT_START;
}
}
tlog0 << "Thread listening for " << *cpc << " ended\n";
listeningThreads--;
vstd::clear_pointer(cpc->handler);
}
void CPregameServer::run()
{
startListeningThread(host);
start_async_accept();
while(state == RUNNING)
{
{
boost::unique_lock<boost::recursive_mutex> myLock(mx);
while(toAnnounce.size())
{
processPack(toAnnounce.front());
toAnnounce.pop_front();
}
// //we end sending thread if we ordered all our connections to stop
// ending = true;
// BOOST_FOREACH(CPregameConnection *pc, connections)
// if(!pc->sendStop)
// ending = false;
if(state != RUNNING)
{
tlog0 << "Stopping listening for connections...\n";
acceptor->close();
}
if(acceptor)
{
acceptor->get_io_service().reset();
acceptor->get_io_service().poll();
}
} //frees lock
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
tlog0 << "Thread handling connections ended\n";
if(state == ENDING_AND_STARTING_GAME)
{
tlog0 << "Waiting for listening thread to finish...\n";
while(listeningThreads) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
tlog0 << "Preparing new game\n";
}
}
CPregameServer::~CPregameServer()
{
delete acceptor;
delete upcomingConnection;
BOOST_FOREACH(CPackForSelectionScreen *pack, toAnnounce)
delete pack;
toAnnounce.clear();
//TODO pregameconnections
}
void CPregameServer::connectionAccepted(const boost::system::error_code& ec)
{
if(ec)
{
tlog0 << "Something wrong during accepting: " << ec.message() << std::endl;
return;
}
tlog0 << "We got a new connection! :)\n";
CConnection *pc = new CConnection(upcomingConnection, NAME);
initConnection(pc);
upcomingConnection = NULL;
*pc << (ui8)pc->connectionID << curmap;
startListeningThread(pc);
announceTxt(pc->name + " joins the game");
PlayerJoined *pj = new PlayerJoined();
pj->playerName = pc->name;
pj->connectionID = pc->connectionID;
toAnnounce.push_back(pj);
start_async_accept();
}
void CPregameServer::start_async_accept()
{
assert(!upcomingConnection);
assert(acceptor);
upcomingConnection = new TSocket(acceptor->get_io_service());
acceptor->async_accept(*upcomingConnection, boost::bind(&CPregameServer::connectionAccepted, this, boost::asio::placeholders::error));
}
void CPregameServer::announceTxt(const std::string &txt, const std::string &playerName /*= "system"*/)
{
tlog0 << playerName << " says: " << txt << std::endl;
ChatMessage cm;
cm.playerName = playerName;
cm.message = txt;
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
toAnnounce.push_front(new ChatMessage(cm));
}
void CPregameServer::announcePack(const CPackForSelectionScreen &pack)
{
BOOST_FOREACH(CConnection *pc, connections)
sendPack(pc, pack);
}
void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen & pack)
{
if(!pc->sendStop)
{
tlog0 << "\tSending pack of type " << typeid(pack).name() << " to " << *pc << std::endl;
*pc << &pack;
}
if(dynamic_cast<const QuitMenuWithoutStarting*>(&pack))
{
pc->sendStop = true;
}
else if(dynamic_cast<const StartWithCurrentSettings*>(&pack))
{
pc->sendStop = true;
}
}
void CPregameServer::processPack(CPackForSelectionScreen * pack)
{
if(dynamic_cast<CPregamePackToHost*>(pack))
{
sendPack(host, *pack);
}
else if(SelectMap *sm = dynamic_cast<SelectMap*>(pack))
{
vstd::clear_pointer(curmap);
curmap = sm->mapInfo;
sm->free = false;
announcePack(*pack);
}
else if(UpdateStartOptions *uso = dynamic_cast<UpdateStartOptions*>(pack))
{
vstd::clear_pointer(curStartInfo);
curStartInfo = uso->options;
uso->free = false;
announcePack(*pack);
}
else if(dynamic_cast<const StartWithCurrentSettings*>(pack))
{
state = ENDING_AND_STARTING_GAME;
announcePack(*pack);
}
else
announcePack(*pack);
delete pack;
}
void CPregameServer::initConnection(CConnection *c)
{
*c >> c->name;
connections.insert(c);
tlog0 << "Pregame connection with player " << c->name << " established!" << std::endl;
}
void CPregameServer::startListeningThread(CConnection * pc)
{
listeningThreads++;
pc->handler = new boost::thread(&CPregameServer::handleConnection, this, pc);
}
CVCMIServer::CVCMIServer()
: io(new boost::asio::io_service()), acceptor(new TAcceptor(*io, tcp::endpoint(tcp::v4(), port))), firstConnection(NULL)
{
tlog4 << "CVCMIServer created!" <<std::endl;
}
CVCMIServer::~CVCMIServer()
{
//delete io;
//delete acceptor;
}
CGameHandler * CVCMIServer::initGhFromHostingConnection(CConnection &c)
{
CGameHandler *gh = new CGameHandler();
StartInfo si;
c >> si; //get start options
bool mapFound = CResourceHandler::get()->existsResource(ResourceID(si.mapname, EResType::MAP));
if(!mapFound && si.mode == StartInfo::NEW_GAME) //TODO some checking for campaigns
{
c << ui8(1); //WRONG!
return NULL;
}
else
{
c << ui8(0); //OK!
}
gh->init(&si);
gh->conns.insert(&c);
return gh;
}
void CVCMIServer::newGame()
{
CConnection &c = *firstConnection;
ui8 clients;
c >> clients; //how many clients should be connected
assert(clients == 1); //multi goes now by newPregame, TODO: custom lobbies
CGameHandler *gh = initGhFromHostingConnection(c);
gh->run(false);
vstd::clear_pointer(gh);
}
void CVCMIServer::newPregame()
{
CPregameServer *cps = new CPregameServer(firstConnection, acceptor);
cps->run();
if(cps->state == CPregameServer::ENDING_WITHOUT_START)
{
delete cps;
return;
}
if(cps->state == CPregameServer::ENDING_AND_STARTING_GAME)
{
CGameHandler gh;
gh.conns = cps->connections;
gh.init(cps->curStartInfo);
BOOST_FOREACH(CConnection *c, gh.conns)
c->addStdVecItems(gh.gs);
gh.run(false);
}
}
void CVCMIServer::start()
{
ServerReady *sr = NULL;
intpr::mapped_region *mr;
try
{
intpr::shared_memory_object smo(intpr::open_only,"vcmi_memory",intpr::read_write);
smo.truncate(sizeof(ServerReady));
mr = new intpr::mapped_region(smo,intpr::read_write);
sr = reinterpret_cast<ServerReady*>(mr->get_address());
}
catch(...)
{
intpr::shared_memory_object smo(intpr::create_only,"vcmi_memory",intpr::read_write);
smo.truncate(sizeof(ServerReady));
mr = new intpr::mapped_region(smo,intpr::read_write);
sr = new(mr->get_address())ServerReady();
}
boost::system::error_code error;
tlog0<<"Listening for connections at port " << acceptor->local_endpoint().port() << std::endl;
tcp::socket * s = new tcp::socket(acceptor->get_io_service());
boost::thread acc(boost::bind(vaccept,acceptor,s,&error));
sr->setToTrueAndNotify();
delete mr;
acc.join();
if (error)
{
tlog2<<"Got connection but there is an error " << std::endl << error;
return;
}
tlog0<<"We've accepted someone... " << std::endl;
firstConnection = new CConnection(s,NAME);
tlog0<<"Got connection!" << std::endl;
while(!end2)
{
ui8 mode;
*firstConnection >> mode;
switch (mode)
{
case 0:
firstConnection->close();
exit(0);
break;
case 1:
firstConnection->close();
return;
break;
case 2:
newGame();
break;
case 3:
loadGame();
break;
case 4:
newPregame();
break;
}
}
}
void CVCMIServer::loadGame()
{
CConnection &c = *firstConnection;
std::string fname;
CGameHandler gh;
boost::system::error_code error;
ui8 clients;
c >> clients >> fname; //how many clients should be connected - TODO: support more than one
{
char sig[8];
CMapHeader dum;
StartInfo *si;
CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::LIB_SAVEGAME)));
lf >> sig >> dum >> si;
tlog0 <<"Reading save signature"<<std::endl;
lf >> *VLC;
tlog0 <<"Reading handlers"<<std::endl;
lf >> (gh.gs);
c.addStdVecItems(gh.gs);
tlog0 <<"Reading gamestate"<<std::endl;
}
{
CLoadFile lf(CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME)));
lf >> gh;
}
c << ui8(0);
CConnection* cc; //tcp::socket * ss;
for(int i=0; i<clients; i++)
{
if(!i)
{
cc = &c;
}
else
{
tcp::socket * s = new tcp::socket(acceptor->get_io_service());
acceptor->accept(*s,error);
if(error) //retry
{
tlog3<<"Cannot establish connection - retrying..." << std::endl;
i--;
continue;
}
cc = new CConnection(s,NAME);
cc->addStdVecItems(gh.gs);
}
gh.conns.insert(cc);
}
gh.run(true);
}
#ifndef __GNUC__
int _tmain(int argc, _TCHAR* argv[])
#else
int main(int argc, char** argv)
#endif
{
logfile = new std::ofstream((GVCMIDirs.UserPath + "/VCMI_Server_log.txt").c_str());
console = new CConsoleHandler;
//boost::thread t(boost::bind(&CConsoleHandler::run,::console));
if(argc > 1)
{
#ifdef _MSC_VER
port = _tstoi(argv[1]);
#else
port = _ttoi(argv[1]);
#endif
}
LibClasses::loadFilesystem();
tlog0 << "Port " << port << " will be used." << std::endl;
initDLL(console,logfile);
srand ( (ui32)time(NULL) );
try
{
io_service io_service;
CVCMIServer server;
while(!end2)
{
server.start();
}
io_service.run();
}
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
{
tlog1 << e.what() << std::endl;
end2 = true;
}HANDLE_EXCEPTION
return 0;
}