mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-10 09:50:17 +02:00
2396c14114
Added distinct fields in config for local and remote connection. Removed code for restoring last session since it does not works as intended and often triggers after crash
555 lines
17 KiB
C++
555 lines
17 KiB
C++
/*
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* CMT.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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// CMT.cpp : Defines the entry point for the console application.
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#include "StdInc.h"
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#include "CMT.h"
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#include "CGameInfo.h"
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#include "mainmenu/CMainMenu.h"
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#include "gui/CursorHandler.h"
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#include "eventsSDL/InputHandler.h"
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#include "CPlayerInterface.h"
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#include "CVideoHandler.h"
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#include "CMusicHandler.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.h"
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#include "CServerHandler.h"
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#include "ClientCommandManager.h"
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#include "windows/CMessage.h"
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#include "windows/InfoWindows.h"
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#include "render/IScreenHandler.h"
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#include "render/Graphics.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/logging/CBasicLogConfigurator.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> quitRequestedDuringOpeningPlayback = false;
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static po::variables_map vm;
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#ifndef VCMI_IOS
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void processCommand(const std::string &message);
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#endif
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void playIntro();
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[[noreturn]] static void quitApplication();
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static void mainLoop();
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static CBasicLogConfigurator *logConfig;
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void init()
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{
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CStopWatch tmh;
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loadDLLClasses();
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const_cast<CGameInfo*>(CGI)->setFromLib();
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logGlobal->info("Initializing VCMI_Lib: %d ms", tmh.getDiff());
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// Debug code to load all maps on start
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//ClientCommandManager commandController;
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//commandController.processCommand("convert txt", false);
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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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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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("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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("lobby", "parameters address, port, uuid to connect ro remote lobby session")
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("lobby-address", po::value<std::string>(), "address to remote lobby")
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("lobby-port", po::value<ui16>(), "port to remote lobby")
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("lobby-host", "if this client hosts session")
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("lobby-uuid", po::value<std::string>(), "uuid to the server")
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("lobby-connections", po::value<ui16>(), "connections of server")
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("lobby-username", po::value<std::string>(), "player name")
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("lobby-gamemode", po::value<ui16>(), "use 0 for new game and 1 for load game")
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("uuid", po::value<std::string>(), "uuid for the client");
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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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#ifndef VCMI_IOS
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console = new CConsoleHandler();
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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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*console->cb = callbackFunction;
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console->start();
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#endif
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const boost::filesystem::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt";
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logConfig = new CBasicLogConfigurator(logPath, console);
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logConfig->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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preinitDLL(::console, false);
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Settings session = settings.write["session"];
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auto setSettingBool = [](std::string key, 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 = [](std::string key, 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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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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logConfig->configure();
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logGlobal->debug("settings = %s", settings.toJsonNode().toJson());
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// Some basic data validation to produce better error messages in cases of incorrect install
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auto testFile = [](std::string filename, 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! Built-in mod was not found!");
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testFile("DATA/PLAYERS.PAL", "Heroes III data files (Data/H3Bitmap.lod) are incomplete or corruped! Please reinstall them.");
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testFile("SPRITES/DEFAULT.DEF", "Heroes III data files (Data/H3Sprite.lod) are incomplete or corruped! Please reinstall them.");
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srand ( (unsigned int)time(nullptr) );
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if(!settings["session"]["headless"].Bool())
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GH.init();
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CCS = new CClientState();
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CGI = new CGameInfo(); //contains all global informations about game (texts, lodHandlers, map handler etc.)
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CSH = new CServerHandler();
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// Initialize video
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#ifdef DISABLE_VIDEO
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CCS->videoh = new CEmptyVideoPlayer();
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#else
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if (!settings["session"]["headless"].Bool() && !vm.count("disable-video"))
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CCS->videoh = new CVideoPlayer();
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else
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CCS->videoh = new CEmptyVideoPlayer();
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#endif
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logGlobal->info("\tInitializing video: %d ms", pomtime.getDiff());
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if(!settings["session"]["headless"].Bool())
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{
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//initializing audio
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CCS->soundh = new CSoundHandler();
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CCS->soundh->init();
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CCS->soundh->setVolume((ui32)settings["general"]["sound"].Float());
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CCS->musich = new CMusicHandler();
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CCS->musich->init();
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CCS->musich->setVolume((ui32)settings["general"]["music"].Float());
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logGlobal->info("Initializing screen and sound handling: %d ms", pomtime.getDiff());
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}
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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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boost::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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if(!settings["session"]["headless"].Bool())
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{
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if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
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playIntro();
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GH.screenHandler().clearScreen();
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}
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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 (quitRequestedDuringOpeningPlayback)
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quitApplication();
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if(!settings["session"]["headless"].Bool())
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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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CCS->curh = new CursorHandler();
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logGlobal->info("Screen handler: %d ms", pomtime.getDiff());
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CMessage::init();
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logGlobal->info("Message handler: %d ms", pomtime.getDiff());
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CCS->curh->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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boost::thread(&CServerHandler::debugStartTest, CSH, 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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boost::thread(&CServerHandler::debugStartTest, CSH, session["testsave"].String(), true);
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}
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else
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{
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auto mmenu = CMainMenu::create();
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GH.curInt = mmenu.get();
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}
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std::vector<std::string> names;
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session["lobby"].Bool() = false;
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if(vm.count("lobby"))
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{
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session["lobby"].Bool() = true;
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session["host"].Bool() = false;
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session["address"].String() = vm["lobby-address"].as<std::string>();
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if(vm.count("lobby-username"))
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session["username"].String() = vm["lobby-username"].as<std::string>();
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else
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session["username"].String() = settings["launcher"]["lobbyUsername"].String();
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if(vm.count("lobby-gamemode"))
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session["gamemode"].Integer() = vm["lobby-gamemode"].as<ui16>();
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else
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session["gamemode"].Integer() = 0;
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CSH->uuid = vm["uuid"].as<std::string>();
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session["port"].Integer() = vm["lobby-port"].as<ui16>();
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logGlobal->info("Remote lobby mode at %s:%d, uuid is %s", session["address"].String(), session["port"].Integer(), CSH->uuid);
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if(vm.count("lobby-host"))
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{
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session["host"].Bool() = true;
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session["hostConnections"].String() = std::to_string(vm["lobby-connections"].as<ui16>());
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session["hostUuid"].String() = vm["lobby-uuid"].as<std::string>();
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logGlobal->info("This client will host session, server uuid is %s", session["hostUuid"].String());
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}
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//we should not reconnect to previous game in online mode
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Settings saveSession = settings.write["server"]["reconnect"];
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saveSession->Bool() = false;
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//start lobby immediately
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names.push_back(session["username"].String());
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ESelectionScreen sscreen = session["gamemode"].Integer() == 0 ? ESelectionScreen::newGame : ESelectionScreen::loadGame;
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CMM->openLobby(sscreen, session["host"].Bool(), &names, ELoadMode::MULTI);
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}
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if(!settings["session"]["headless"].Bool())
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{
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mainLoop();
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}
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else
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{
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while(true)
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boost::this_thread::sleep_for(boost::chrono::milliseconds(200));
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}
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return 0;
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}
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//plays intro, ends when intro is over or button has been pressed (handles events)
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void playIntro()
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{
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auto audioData = CCS->videoh->getAudio(VideoPath::builtin("3DOLOGO.SMK"));
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int sound = CCS->soundh->playSound(audioData);
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if(CCS->videoh->openAndPlayVideo(VideoPath::builtin("3DOLOGO.SMK"), 0, 1, true, true))
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{
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audioData = CCS->videoh->getAudio(VideoPath::builtin("NWCLOGO.SMK"));
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sound = CCS->soundh->playSound(audioData);
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if (CCS->videoh->openAndPlayVideo(VideoPath::builtin("NWCLOGO.SMK"), 0, 1, true, true))
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{
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audioData = CCS->videoh->getAudio(VideoPath::builtin("H3INTRO.SMK"));
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sound = CCS->soundh->playSound(audioData);
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CCS->videoh->openAndPlayVideo(VideoPath::builtin("H3INTRO.SMK"), 0, 1, true, true);
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}
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}
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CCS->soundh->stopSound(sound);
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}
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static void mainLoop()
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{
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setThreadName("MainGUI");
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while(1) //main SDL events loop
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{
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GH.input().fetchEvents();
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GH.renderFrame();
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}
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}
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[[noreturn]] static void quitApplication()
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{
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if(!settings["session"]["headless"].Bool())
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{
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if(CSH->client)
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CSH->endGameplay();
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}
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GH.windows().clear();
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CMM.reset();
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if(!settings["session"]["headless"].Bool())
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{
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// cleanup, mostly to remove false leaks from analyzer
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if(CCS)
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{
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CCS->musich->release();
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CCS->soundh->release();
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delete CCS->consoleh;
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delete CCS->curh;
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delete CCS->videoh;
|
|
delete CCS->musich;
|
|
delete CCS->soundh;
|
|
|
|
vstd::clear_pointer(CCS);
|
|
}
|
|
CMessage::dispose();
|
|
|
|
vstd::clear_pointer(graphics);
|
|
}
|
|
|
|
vstd::clear_pointer(CSH);
|
|
vstd::clear_pointer(VLC);
|
|
|
|
// sometimes leads to a hang. TODO: investigate
|
|
//vstd::clear_pointer(console);// should be removed after everything else since used by logging
|
|
|
|
if(!settings["session"]["headless"].Bool())
|
|
GH.screenHandler().close();
|
|
|
|
if(logConfig != nullptr)
|
|
{
|
|
logConfig->deconfigure();
|
|
delete logConfig;
|
|
logConfig = nullptr;
|
|
}
|
|
|
|
std::cout << "Ending...\n";
|
|
|
|
// Perform quick exit without executing static destructors and let OS cleanup anything that we did not
|
|
// We generally don't care about them and this leads to numerous issues, e.g.
|
|
// destruction of locked mutexes (fails an assertion), even in third-party libraries (as well as native libs on Android)
|
|
// Android - std::quick_exit is available only starting from API level 21
|
|
// Mingw, macOS and iOS - std::quick_exit is unavailable (at least in current version of CI)
|
|
#if (defined(__ANDROID_API__) && __ANDROID_API__ < 21) || (defined(__MINGW32__)) || defined(VCMI_APPLE)
|
|
::exit(0);
|
|
#else
|
|
std::quick_exit(0);
|
|
#endif
|
|
}
|
|
|
|
void handleQuit(bool ask)
|
|
{
|
|
// FIXME: avoids crash if player attempts to close game while opening is still playing
|
|
// use cursor handler as indicator that loading is not done yet
|
|
// proper solution would be to abort init thread (or wait for it to finish)
|
|
if (!CCS->curh)
|
|
{
|
|
quitRequestedDuringOpeningPlayback = true;
|
|
return;
|
|
}
|
|
|
|
if(ask)
|
|
{
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
|
|
if (LOCPLINT)
|
|
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, nullptr);
|
|
else
|
|
CInfoWindow::showYesNoDialog(CGI->generaltexth->allTexts[69], {}, quitApplication, {}, PlayerColor(1));
|
|
}
|
|
else
|
|
{
|
|
quitApplication();
|
|
}
|
|
}
|
|
|
|
void handleFatalError(const std::string & message, bool terminate)
|
|
{
|
|
logGlobal->error("FATAL ERROR ENCOUTERED, VCMI WILL NOW TERMINATE");
|
|
logGlobal->error("Reason: %s", message);
|
|
|
|
std::string messageToShow = "Fatal error! " + message;
|
|
|
|
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error!", messageToShow.c_str(), nullptr);
|
|
|
|
if (terminate)
|
|
throw std::runtime_error(message);
|
|
else
|
|
exit(1);
|
|
}
|