mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
037efdf5fc
- Constructor of Identifier from integer is now explicit - Lobby hero/town selection now uses Identifiers instead of int's - Removed serialization workaround for hero portraits - Added dummy objects for custom heroes portraits for ID resolver to use - HeroInstance now stores portrait ID only in case of custom portrait - Fixed loading of campaign heroes portraits on RoE maps
1235 lines
33 KiB
C++
1235 lines
33 KiB
C++
/*
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* CVCMIServer.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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#include "StdInc.h"
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#include <boost/asio.hpp>
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/campaign/CampaignState.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "zlib.h"
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#include "CVCMIServer.h"
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#include "../lib/StartInfo.h"
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#include "../lib/mapping/CMapHeader.h"
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#include "../lib/rmg/CMapGenOptions.h"
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#include "../lib/NetPackVisitor.h"
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#include "LobbyNetPackVisitors.h"
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#ifdef VCMI_ANDROID
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#include <jni.h>
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#include <android/log.h>
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#include "lib/CAndroidVMHelper.h"
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#endif
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#include "../lib/VCMI_Lib.h"
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#include "../lib/VCMIDirs.h"
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#include "CGameHandler.h"
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#include "processors/PlayerMessageProcessor.h"
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#include "../lib/mapping/CMapInfo.h"
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#include "../lib/GameConstants.h"
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#include "../lib/logging/CBasicLogConfigurator.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/ScopeGuard.h"
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#include "../lib/serializer/CMemorySerializer.h"
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#include "../lib/serializer/Cast.h"
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#include "../lib/UnlockGuard.h"
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// for applier
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#include "../lib/registerTypes/RegisterTypes.h"
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// UUID generation
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#include <boost/uuid/uuid.hpp>
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#include <boost/uuid/uuid_io.hpp>
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#include <boost/uuid/uuid_generators.hpp>
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#include "../lib/gameState/CGameState.h"
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template<typename T> class CApplyOnServer;
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class CBaseForServerApply
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{
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public:
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virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
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virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
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virtual ~CBaseForServerApply() {}
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template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
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{
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return new CApplyOnServer<U>();
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}
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};
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template <typename T> class CApplyOnServer : public CBaseForServerApply
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{
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public:
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bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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ClientPermissionsCheckerNetPackVisitor checker(*srv);
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ptr->visit(checker);
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if(checker.getResult())
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{
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boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
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ApplyOnServerNetPackVisitor applier(*srv);
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ptr->visit(applier);
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return applier.getResult();
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}
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else
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return false;
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}
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void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
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ptr->visit(applier);
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}
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};
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template <>
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class CApplyOnServer<CPack> : public CBaseForServerApply
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{
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public:
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bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
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{
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logGlobal->error("Cannot apply plain CPack!");
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assert(0);
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return false;
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}
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void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
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{
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logGlobal->error("Cannot apply plain CPack!");
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assert(0);
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}
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};
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std::string SERVER_NAME_AFFIX = "server";
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std::string SERVER_NAME = GameConstants::VCMI_VERSION + std::string(" (") + SERVER_NAME_AFFIX + ')';
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CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
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: port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
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{
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uuid = boost::uuids::to_string(boost::uuids::random_generator()());
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logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
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applier = std::make_shared<CApplier<CBaseForServerApply>>();
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registerTypesLobbyPacks(*applier);
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if(cmdLineOptions.count("port"))
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port = cmdLineOptions["port"].as<ui16>();
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logNetwork->info("Port %d will be used", port);
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try
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{
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acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
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}
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catch(...)
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{
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logNetwork->info("Port %d is busy, trying to use random port instead", port);
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if(cmdLineOptions.count("run-by-client"))
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{
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logNetwork->error("Port must be specified when run-by-client is used!!");
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exit(0);
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}
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acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
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port = acceptor->local_endpoint().port();
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}
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logNetwork->info("Listening for connections at port %d", port);
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}
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CVCMIServer::~CVCMIServer()
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{
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announceQueue.clear();
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if(announceLobbyThread)
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announceLobbyThread->join();
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}
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void CVCMIServer::setState(EServerState value)
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{
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state.store(value);
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}
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EServerState CVCMIServer::getState() const
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{
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return state.load();
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}
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void CVCMIServer::run()
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{
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if(!restartGameplay)
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{
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this->announceLobbyThread = std::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
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startAsyncAccept();
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if(!remoteConnectionsThread && cmdLineOptions.count("lobby"))
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{
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remoteConnectionsThread = std::make_unique<boost::thread>(&CVCMIServer::establishRemoteConnections, this);
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}
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#if defined(VCMI_ANDROID)
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#ifndef SINGLE_PROCESS_APP
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CAndroidVMHelper vmHelper;
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vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
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#endif
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#endif
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}
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while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
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boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
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logNetwork->info("Thread handling connections ended");
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if(state == EServerState::GAMEPLAY)
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{
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gh->run(si->mode == StartInfo::LOAD_GAME);
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}
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while(state == EServerState::GAMEPLAY_ENDED)
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boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
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}
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void CVCMIServer::establishRemoteConnections()
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{
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setThreadName("establishConnection");
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//wait for host connection
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while(connections.empty())
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boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
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uuid = cmdLineOptions["lobby-uuid"].as<std::string>();
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int numOfConnections = cmdLineOptions["connections"].as<ui16>();
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for(int i = 0; i < numOfConnections; ++i)
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connectToRemote();
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}
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void CVCMIServer::connectToRemote()
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{
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std::shared_ptr<CConnection> c;
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try
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{
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auto address = cmdLineOptions["lobby"].as<std::string>();
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int port = cmdLineOptions["lobby-port"].as<ui16>();
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logNetwork->info("Establishing connection to remote at %s:%d with uuid %s", address, port, uuid);
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c = std::make_shared<CConnection>(address, port, SERVER_NAME, uuid);
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}
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catch(...)
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{
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logNetwork->error("\nCannot establish remote connection!");
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}
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if(c)
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{
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connections.insert(c);
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remoteConnections.insert(c);
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c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
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}
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}
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void CVCMIServer::threadAnnounceLobby()
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{
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setThreadName("announceLobby");
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while(state != EServerState::SHUTDOWN)
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{
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{
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boost::unique_lock<boost::recursive_mutex> myLock(mx);
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while(!announceQueue.empty())
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{
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announcePack(std::move(announceQueue.front()));
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announceQueue.pop_front();
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}
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if(acceptor)
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{
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io->reset();
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io->poll();
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}
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}
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boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
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}
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}
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void CVCMIServer::prepareToRestart()
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{
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if(state == EServerState::GAMEPLAY)
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{
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restartGameplay = true;
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* si = * gh->gs->initialOpts;
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si->seedToBeUsed = si->seedPostInit = 0;
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state = EServerState::LOBBY;
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if (si->campState)
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{
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assert(si->campState->currentScenario().has_value());
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campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
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campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
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}
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// FIXME: dirry hack to make sure old CGameHandler::run is finished
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boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
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}
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for(auto c : connections)
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{
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c->enterLobbyConnectionMode();
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c->disableStackSendingByID();
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}
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boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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gh = nullptr;
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}
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bool CVCMIServer::prepareToStartGame()
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{
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Load::ProgressAccumulator progressTracking;
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Load::Progress current(1);
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progressTracking.include(current);
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Load::Type currentProgress = std::numeric_limits<Load::Type>::max();
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auto progressTrackingThread = boost::thread([this, &progressTracking, ¤tProgress]()
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{
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while(!progressTracking.finished())
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{
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if(progressTracking.get() != currentProgress)
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{
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currentProgress = progressTracking.get();
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std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
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loadProgress->progress = currentProgress;
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addToAnnounceQueue(std::move(loadProgress));
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}
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boost::this_thread::sleep(boost::posix_time::milliseconds(50));
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}
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});
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gh = std::make_shared<CGameHandler>(this);
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switch(si->mode)
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{
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case StartInfo::CAMPAIGN:
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logNetwork->info("Preparing to start new campaign");
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si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(0));
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si->fileURI = mi->fileURI;
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si->campState->setCurrentMap(campaignMap);
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si->campState->setCurrentMapBonus(campaignBonus);
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gh->init(si.get(), progressTracking);
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break;
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case StartInfo::NEW_GAME:
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logNetwork->info("Preparing to start new game");
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si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(0));
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si->fileURI = mi->fileURI;
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gh->init(si.get(), progressTracking);
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break;
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case StartInfo::LOAD_GAME:
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logNetwork->info("Preparing to start loaded game");
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if(!gh->load(si->mapname))
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{
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current.finish();
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progressTrackingThread.join();
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return false;
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}
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break;
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default:
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logNetwork->error("Wrong mode in StartInfo!");
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assert(0);
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break;
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}
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current.finish();
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progressTrackingThread.join();
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return true;
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}
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void CVCMIServer::startGameImmidiately()
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{
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for(auto c : connections)
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c->enterGameplayConnectionMode(gh->gs);
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state = EServerState::GAMEPLAY;
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}
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void CVCMIServer::startAsyncAccept()
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{
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assert(!upcomingConnection);
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assert(acceptor);
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#if BOOST_VERSION >= 107000 // Boost version >= 1.70
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upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
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#else
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upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
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#endif
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acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
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}
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void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
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{
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if(ec)
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{
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if(state != EServerState::SHUTDOWN)
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logNetwork->info("Something wrong during accepting: %s", ec.message());
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return;
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}
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try
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{
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if(state == EServerState::LOBBY || !hangingConnections.empty())
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{
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logNetwork->info("We got a new connection! :)");
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auto c = std::make_shared<CConnection>(upcomingConnection, SERVER_NAME, uuid);
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upcomingConnection.reset();
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connections.insert(c);
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c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
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}
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}
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catch(std::exception & e)
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{
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logNetwork->error("Failure processing new connection! %s", e.what());
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upcomingConnection.reset();
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}
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startAsyncAccept();
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}
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class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
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{
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private:
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CVCMIServer & handler;
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std::shared_ptr<CGameHandler> gh;
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public:
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CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
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:handler(handler), gh(gh)
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{
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}
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virtual bool callTyped() override { return false; }
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virtual void visitForLobby(CPackForLobby & packForLobby) override
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{
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handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
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}
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virtual void visitForServer(CPackForServer & serverPack) override
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{
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if (gh)
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gh->handleReceivedPack(&serverPack);
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else
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logNetwork->error("Received pack for game server while in lobby!");
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}
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virtual void visitForClient(CPackForClient & clientPack) override
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{
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}
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};
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void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
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{
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setThreadName("handleClient");
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c->enterLobbyConnectionMode();
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while(c->connected)
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{
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CPack * pack;
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try
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{
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pack = c->retrievePack();
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}
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catch(boost::system::system_error & e)
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{
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if (e.code() == boost::asio::error::eof)
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logNetwork->error("Network error receiving a pack. Connection has been closed");
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else
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logNetwork->error("Network error receiving a pack. Connection %s dies. What happened: %s", c->toString(), e.what());
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hangingConnections.insert(c);
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connections.erase(c);
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if(connections.empty() || hostClient == c)
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state = EServerState::SHUTDOWN;
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if(gh && state == EServerState::GAMEPLAY)
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{
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gh->handleClientDisconnection(c);
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}
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break;
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}
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CVCMIServerPackVisitor visitor(*this, this->gh);
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pack->visit(visitor);
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}
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boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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if(c->connected)
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{
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auto lcd = std::make_unique<LobbyClientDisconnected>();
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lcd->c = c;
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lcd->clientId = c->connectionID;
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handleReceivedPack(std::move(lcd));
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}
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logNetwork->info("Thread listening for %s ended", c->toString());
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c->handler.reset();
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}
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void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
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{
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CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
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if(apply->applyOnServerBefore(this, pack.get()))
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addToAnnounceQueue(std::move(pack));
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}
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void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
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{
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for(auto c : connections)
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{
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// FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
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// Until UUID set we only pass LobbyClientConnected to this client
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if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
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continue;
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c->sendPack(pack.get());
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}
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applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
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}
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void CVCMIServer::announceMessage(const std::string & txt)
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{
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logNetwork->info("Show message: %s", txt);
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auto cm = std::make_unique<LobbyShowMessage>();
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cm->message = txt;
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addToAnnounceQueue(std::move(cm));
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}
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void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
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{
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logNetwork->info("%s says: %s", playerName, txt);
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auto cm = std::make_unique<LobbyChatMessage>();
|
|
cm->playerName = playerName;
|
|
cm->message = txt;
|
|
addToAnnounceQueue(std::move(cm));
|
|
}
|
|
|
|
void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> 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<CConnection> c, std::vector<std::string> & 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<CConnection> 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<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> 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 != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
|
|
{
|
|
pset.hero = pinfo.mainCustomHeroId;
|
|
pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
|
|
pset.heroPortrait = pinfo.mainCustomHeroPortrait;
|
|
}
|
|
|
|
pset.handicap = PlayerSettings::NO_HANDICAP;
|
|
}
|
|
|
|
if(mi->isRandomMap && mapGenOpts)
|
|
si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
|
|
else
|
|
si->mapGenOptions.reset();
|
|
}
|
|
si->mapname = mi->fileURI;
|
|
}
|
|
|
|
void CVCMIServer::updateAndPropagateLobbyState()
|
|
{
|
|
boost::unique_lock<boost::mutex> 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<LobbyUpdateState>();
|
|
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).allowedFactions;
|
|
const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
|
|
|
|
if(cur == FactionID::NONE) //no change
|
|
return;
|
|
|
|
if(cur == FactionID::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 = FactionID::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.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
|
|
{
|
|
s.hero = HeroTypeID::RANDOM;
|
|
}
|
|
if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
|
|
s.bonus = PlayerStartingBonus::RANDOM;
|
|
}
|
|
|
|
void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
FactionID & cur = s.castle;
|
|
auto & allowed = getPlayerInfo(player).allowedFactions;
|
|
|
|
if(cur == FactionID::NONE) //no change
|
|
return;
|
|
|
|
if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
|
|
return;
|
|
|
|
cur = static_cast<FactionID>(id);
|
|
|
|
if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
|
|
{
|
|
s.hero = HeroTypeID::RANDOM;
|
|
}
|
|
if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
|
|
s.bonus = PlayerStartingBonus::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<CampaignBonus> & 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.isValid() || s.hero == HeroTypeID::NONE)
|
|
return;
|
|
|
|
if(s.hero == HeroTypeID::RANDOM) // first/last available
|
|
{
|
|
if (dir > 0)
|
|
s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
|
|
else
|
|
s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
|
|
}
|
|
else
|
|
{
|
|
s.hero = nextAllowedHero(player, s.hero, dir);
|
|
}
|
|
}
|
|
|
|
void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
|
|
return;
|
|
|
|
if(id == HeroTypeID::RANDOM)
|
|
{
|
|
s.hero = HeroTypeID::RANDOM;
|
|
}
|
|
if(canUseThisHero(player, id))
|
|
s.hero = static_cast<HeroTypeID>(id);
|
|
}
|
|
|
|
HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
|
|
{
|
|
HeroTypeID first(initial.getNum() + direction);
|
|
|
|
if(direction > 0)
|
|
{
|
|
for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
|
|
if(canUseThisHero(player, i))
|
|
return i;
|
|
}
|
|
else
|
|
{
|
|
for (auto i = first; i.getNum() >= 0; --i)
|
|
if(canUseThisHero(player, i))
|
|
return i;
|
|
}
|
|
return HeroTypeID::RANDOM;
|
|
}
|
|
|
|
void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
|
|
|
|
if(s.hero == HeroTypeID::NONE &&
|
|
!getPlayerInfo(player).heroesNames.size() &&
|
|
ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
|
|
{
|
|
if(dir < 0)
|
|
ret = PlayerStartingBonus::RANDOM;
|
|
else
|
|
ret = PlayerStartingBonus::GOLD;
|
|
}
|
|
|
|
if(ret > PlayerStartingBonus::RESOURCE)
|
|
ret = PlayerStartingBonus::RANDOM;
|
|
if(ret < PlayerStartingBonus::RANDOM)
|
|
ret = PlayerStartingBonus::RESOURCE;
|
|
|
|
if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
|
|
{
|
|
if(dir < 0)
|
|
ret = PlayerStartingBonus::GOLD;
|
|
else
|
|
ret = PlayerStartingBonus::RANDOM;
|
|
}
|
|
}
|
|
|
|
void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
|
|
if(s.hero == HeroTypeID::NONE &&
|
|
!getPlayerInfo(player).heroesNames.size() &&
|
|
id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
|
|
return;
|
|
|
|
if(id > PlayerStartingBonus::RESOURCE)
|
|
return;
|
|
if(id < PlayerStartingBonus::RANDOM)
|
|
return;
|
|
|
|
if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
|
|
return;
|
|
|
|
s.bonus = id;;
|
|
}
|
|
|
|
bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID 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<HeroTypeID> CVCMIServer::getUsedHeroes()
|
|
{
|
|
std::vector<HeroTypeID> heroIds;
|
|
for(auto & p : si->playerInfos)
|
|
{
|
|
const auto & heroes = getPlayerInfo(p.first).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 != HeroTypeID::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<std::string>(), "")
|
|
("port", po::value<ui16>(), "port at which server will listen to connections from client")
|
|
("lobby", po::value<std::string>(), "address to remote lobby")
|
|
("lobby-port", po::value<ui16>(), "port at which server connect to remote lobby")
|
|
("lobby-uuid", po::value<std::string>(), "")
|
|
("connections", po::value<ui16>(), "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<boost::condition_variable *>(const_cast<char *>(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<std::string> & args)
|
|
{
|
|
std::vector<const void *> argv = {cond};
|
|
for(auto & a : args)
|
|
argv.push_back(a.c_str());
|
|
main(argv.size(), reinterpret_cast<const char **>(&*argv.begin()));
|
|
}
|
|
|
|
#ifdef VCMI_ANDROID
|
|
void CVCMIServer::reuseClientJNIEnv(void * jniEnv)
|
|
{
|
|
CAndroidVMHelper::initClassloader(jniEnv);
|
|
CAndroidVMHelper::alwaysUseLoadedClass = true;
|
|
}
|
|
#endif // VCMI_ANDROID
|
|
#endif // VCMI_ANDROID_DUAL_PROCESS
|