mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
3738171b21
- extracted low-level reader from MapFormatH3M class - added separate structure to define version-specific values - cleared up some H3M format edge cases - replaced witch hut skill vector with set - converted several fields to enum type
1159 lines
34 KiB
C++
1159 lines
34 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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//
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#include "StdInc.h"
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#include "CGameInfo.h"
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#include "mainmenu/CMainMenu.h"
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#include "lobby/CSelectionBase.h"
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#include "windows/CCastleInterface.h"
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#include "gui/CursorHandler.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 "Client.h"
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#include "gui/CGuiHandler.h"
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#include "CServerHandler.h"
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#include "gui/NotificationHandler.h"
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#include "ClientCommandManager.h"
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#include "windows/CMessage.h"
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#include "renderSDL/SDL_Extensions.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/FileStream.h"
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#include "../lib/CConsoleHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CBuildingHandler.h"
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#include "../CCallback.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/NetPacks.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/logging/CBasicLogConfigurator.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/serializer/Connection.h"
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#include <boost/asio.hpp>
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#include <boost/program_options.hpp>
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#include "mainmenu/CPrologEpilogVideo.h"
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#include <vstd/StringUtils.h>
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#include <SDL.h>
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#ifdef VCMI_WINDOWS
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#include <SDL_syswm.h>
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#endif
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#ifdef VCMI_ANDROID
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#include "../lib/CAndroidVMHelper.h"
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#endif
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#include "CMT.h"
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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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namespace bfs = boost::filesystem;
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std::string NAME_AFFIX = "client";
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std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
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CGuiHandler GH;
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int preferredDriverIndex = -1;
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SDL_Window * mainWindow = nullptr;
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SDL_Renderer * mainRenderer = nullptr;
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SDL_Texture * screenTexture = nullptr;
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extern boost::thread_specific_ptr<bool> inGuiThread;
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SDL_Surface *screen = nullptr, //main screen surface
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*screen2 = nullptr, //and hlp surface (used to store not-active interfaces layer)
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*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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std::queue<SDL_Event> SDLEventsQueue;
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boost::mutex eventsM;
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static po::variables_map vm;
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//static bool setResolution = false; //set by event handling thread after resolution is adjusted
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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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static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo=true);
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void playIntro();
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static void mainLoop();
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static CBasicLogConfigurator *logConfig;
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#ifndef VCMI_WINDOWS
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#ifndef _GNU_SOURCE
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#define _GNU_SOURCE
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#endif
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#include <getopt.h>
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#endif
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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(0);
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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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static void SDLLogCallback(void* userdata,
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int category,
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SDL_LogPriority priority,
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const char* message)
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{
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//todo: convert SDL log priority to vcmi log priority
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//todo: make separate log domain for SDL
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logGlobal->debug("SDL(category %d; priority %d) %s", category, priority, message);
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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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("disable-shm", "force disable shared memory usage")
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("enable-shm-uuid", "use UUID for shared memory identifier")
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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 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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("saveprefix", po::value<std::string>(), "prefix for auto save files")
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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(std::exception &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, 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 bfs::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(NAME);
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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);
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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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auto setSettingString = [](std::string key, std::string arg, std::string 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->String() = ::vm[arg].as<std::string>();
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else if(s->isNull())
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s->String() = 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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// Shared memory options
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setSettingBool("session/disable-shm", "disable-shm");
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setSettingBool("session/enable-shm-uuid", "enable-shm-uuid");
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// Init special testing settings
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setSettingInteger("session/serverport", "serverport", 0);
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setSettingString("session/saveprefix", "saveprefix", "");
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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) -> bool
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{
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if (CResourceHandler::get()->existsResource(ResourceID(filename)))
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return true;
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logGlobal->error("Error: %s was not found!", message);
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return false;
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};
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if (!testFile("DATA/HELP.TXT", "Heroes III data") ||
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!testFile("MODS/VCMI/MOD.JSON", "VCMI data"))
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{
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exit(1); // These are unrecoverable errors
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}
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// these two are optional + some installs have them on CD and not in data directory
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testFile("VIDEO/GOOD1A.SMK", "campaign movies");
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testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds
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conf.init();
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logGlobal->info("Loading settings: %d ms", pomtime.getDiff());
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srand ( (unsigned int)time(nullptr) );
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const JsonNode& video = settings["video"];
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const JsonNode& res = video["screenRes"];
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//something is really wrong...
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if (res["width"].Float() < 100 || res["height"].Float() < 100)
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{
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logGlobal->error("Fatal error: failed to load settings!");
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logGlobal->error("Possible reasons:");
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logGlobal->error("\tCorrupted local configuration file at %s/settings.json", VCMIDirs::get().userConfigPath());
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logGlobal->error("\tMissing or corrupted global configuration file at %s/schemas/settings.json", VCMIDirs::get().userConfigPath());
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logGlobal->error("VCMI will now exit...");
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exit(EXIT_FAILURE);
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}
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if(!settings["session"]["headless"].Bool())
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{
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if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_NOPARACHUTE))
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{
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logGlobal->error("Something was wrong: %s", SDL_GetError());
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exit(-1);
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}
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#ifdef VCMI_ANDROID
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// manually setting egl pixel format, as a possible solution for sdl2<->android problem
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// https://bugzilla.libsdl.org/show_bug.cgi?id=2291
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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#endif // VCMI_ANDROID
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//(!)init here AFTER SDL_Init() while using SDL for FPS management
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GH.init();
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SDL_LogSetOutputFunction(&SDLLogCallback, nullptr);
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int driversCount = SDL_GetNumRenderDrivers();
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std::string preferredDriverName = video["driver"].String();
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logGlobal->info("Found %d render drivers", driversCount);
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for(int it = 0; it < driversCount; it++)
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{
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SDL_RendererInfo info;
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SDL_GetRenderDriverInfo(it,&info);
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std::string driverName(info.name);
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if(!preferredDriverName.empty() && driverName == preferredDriverName)
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{
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preferredDriverIndex = it;
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logGlobal->info("\t%s (active)", driverName);
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}
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else
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logGlobal->info("\t%s", driverName);
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}
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setScreenRes((int)res["width"].Float(), (int)res["height"].Float(), (int)video["bitsPerPixel"].Float(), video["fullscreen"].Bool(), (int)video["displayIndex"].Float());
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logGlobal->info("\tInitializing screen: %d ms", pomtime.getDiff());
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}
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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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#ifdef VCMI_MAC
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// Ctrl+click should be treated as a right click on Mac OS X
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SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, "1");
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#endif
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#ifdef SDL_HINT_MOUSE_TOUCH_EVENTS
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if(GH.isPointerRelativeMode)
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{
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SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
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SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
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}
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#endif
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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(init);
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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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SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
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SDL_RenderClear(mainRenderer);
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SDL_RenderPresent(mainRenderer);
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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;
|
|
vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "showProgress");
|
|
#endif // ANDROID
|
|
loading.join();
|
|
#ifdef VCMI_ANDROID
|
|
vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "hideProgress");
|
|
}
|
|
#endif // ANDROID
|
|
#endif // THREADED
|
|
|
|
if(!settings["session"]["headless"].Bool())
|
|
{
|
|
pomtime.getDiff();
|
|
graphics = new Graphics(); // should be before curh
|
|
|
|
CCS->curh = new CursorHandler();
|
|
logGlobal->info("Screen handler: %d ms", pomtime.getDiff());
|
|
|
|
CMessage::init();
|
|
logGlobal->info("Message handler: %d ms", pomtime.getDiff());
|
|
|
|
CCS->curh->show();
|
|
}
|
|
|
|
|
|
logGlobal->info("Initialization of VCMI (together): %d ms", total.getDiff());
|
|
|
|
session["autoSkip"].Bool() = vm.count("autoSkip");
|
|
session["oneGoodAI"].Bool() = vm.count("oneGoodAI");
|
|
session["aiSolo"].Bool() = false;
|
|
std::shared_ptr<CMainMenu> mmenu;
|
|
|
|
if(vm.count("testmap"))
|
|
{
|
|
session["testmap"].String() = vm["testmap"].as<std::string>();
|
|
session["onlyai"].Bool() = true;
|
|
boost::thread(&CServerHandler::debugStartTest, CSH, session["testmap"].String(), false);
|
|
}
|
|
else if(vm.count("testsave"))
|
|
{
|
|
session["testsave"].String() = vm["testsave"].as<std::string>();
|
|
session["onlyai"].Bool() = true;
|
|
boost::thread(&CServerHandler::debugStartTest, CSH, session["testsave"].String(), true);
|
|
}
|
|
else
|
|
{
|
|
mmenu = CMainMenu::create();
|
|
GH.curInt = mmenu.get();
|
|
}
|
|
|
|
std::vector<std::string> names;
|
|
session["lobby"].Bool() = false;
|
|
if(vm.count("lobby"))
|
|
{
|
|
session["lobby"].Bool() = true;
|
|
session["host"].Bool() = false;
|
|
session["address"].String() = vm["lobby-address"].as<std::string>();
|
|
if(vm.count("lobby-username"))
|
|
session["username"].String() = vm["lobby-username"].as<std::string>();
|
|
else
|
|
session["username"].String() = settings["launcher"]["lobbyUsername"].String();
|
|
if(vm.count("lobby-gamemode"))
|
|
session["gamemode"].Integer() = vm["lobby-gamemode"].as<ui16>();
|
|
else
|
|
session["gamemode"].Integer() = 0;
|
|
CSH->uuid = vm["uuid"].as<std::string>();
|
|
session["port"].Integer() = vm["lobby-port"].as<ui16>();
|
|
logGlobal->info("Remote lobby mode at %s:%d, uuid is %s", session["address"].String(), session["port"].Integer(), CSH->uuid);
|
|
if(vm.count("lobby-host"))
|
|
{
|
|
session["host"].Bool() = true;
|
|
session["hostConnections"].String() = std::to_string(vm["lobby-connections"].as<ui16>());
|
|
session["hostUuid"].String() = vm["lobby-uuid"].as<std::string>();
|
|
logGlobal->info("This client will host session, server uuid is %s", session["hostUuid"].String());
|
|
}
|
|
|
|
//we should not reconnect to previous game in online mode
|
|
Settings saveSession = settings.write["server"]["reconnect"];
|
|
saveSession->Bool() = false;
|
|
|
|
//start lobby immediately
|
|
names.push_back(session["username"].String());
|
|
ESelectionScreen sscreen = session["gamemode"].Integer() == 0 ? ESelectionScreen::newGame : ESelectionScreen::loadGame;
|
|
mmenu->openLobby(sscreen, session["host"].Bool(), &names, ELoadMode::MULTI);
|
|
}
|
|
|
|
// Restore remote session - start game immediately
|
|
if(settings["server"]["reconnect"].Bool())
|
|
{
|
|
CSH->restoreLastSession();
|
|
}
|
|
|
|
if(!settings["session"]["headless"].Bool())
|
|
{
|
|
mainLoop();
|
|
}
|
|
else
|
|
{
|
|
while(true)
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//plays intro, ends when intro is over or button has been pressed (handles events)
|
|
void playIntro()
|
|
{
|
|
if(CCS->videoh->openAndPlayVideo("3DOLOGO.SMK", 0, 1, true, true))
|
|
{
|
|
CCS->videoh->openAndPlayVideo("AZVS.SMK", 0, 1, true, true);
|
|
}
|
|
}
|
|
|
|
#if !defined(VCMI_MOBILE)
|
|
static bool checkVideoMode(int monitorIndex, int w, int h)
|
|
{
|
|
//we only check that our desired window size fits on screen
|
|
SDL_DisplayMode mode;
|
|
|
|
if (0 != SDL_GetDesktopDisplayMode(monitorIndex, &mode))
|
|
{
|
|
logGlobal->error("SDL_GetDesktopDisplayMode failed");
|
|
logGlobal->error(SDL_GetError());
|
|
return false;
|
|
}
|
|
|
|
logGlobal->info("Check display mode: requested %d x %d; available up to %d x %d ", w, h, mode.w, mode.h);
|
|
|
|
if (!mode.w || !mode.h || (w <= mode.w && h <= mode.h))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
static void cleanupRenderer()
|
|
{
|
|
screenBuf = nullptr; //it`s a link - just nullify
|
|
|
|
if(nullptr != screen2)
|
|
{
|
|
SDL_FreeSurface(screen2);
|
|
screen2 = nullptr;
|
|
}
|
|
|
|
if(nullptr != screen)
|
|
{
|
|
SDL_FreeSurface(screen);
|
|
screen = nullptr;
|
|
}
|
|
|
|
if(nullptr != screenTexture)
|
|
{
|
|
SDL_DestroyTexture(screenTexture);
|
|
screenTexture = nullptr;
|
|
}
|
|
}
|
|
|
|
static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIndex)
|
|
{
|
|
// VCMI will only work with 2 or 4 bytes per pixel
|
|
vstd::amax(bpp, 16);
|
|
vstd::amin(bpp, 32);
|
|
if(bpp>16)
|
|
bpp = 32;
|
|
|
|
if(displayIndex < 0)
|
|
{
|
|
if (mainWindow != nullptr)
|
|
displayIndex = SDL_GetWindowDisplayIndex(mainWindow);
|
|
if (displayIndex < 0)
|
|
displayIndex = 0;
|
|
}
|
|
|
|
#if defined(VCMI_MOBILE)
|
|
SDL_GetWindowSize(mainWindow, &w, &h);
|
|
#else
|
|
if(!checkVideoMode(displayIndex, w, h))
|
|
{
|
|
logGlobal->error("Error: SDL says that %dx%d resolution is not available!", w, h);
|
|
}
|
|
#endif
|
|
|
|
bool bufOnScreen = (screenBuf == screen);
|
|
bool realFullscreen = settings["video"]["realFullscreen"].Bool();
|
|
|
|
/* match best rendering resolution */
|
|
int renderWidth = 0, renderHeight = 0;
|
|
auto aspectRatio = (float)w / (float)h;
|
|
auto minDiff = 10.f;
|
|
for (const auto& pair : conf.guiOptions)
|
|
{
|
|
int pWidth, pHeight;
|
|
std::tie(pWidth, pHeight) = pair.first;
|
|
/* filter out resolution which is larger than window */
|
|
if (pWidth > w || pHeight > h)
|
|
{
|
|
continue;
|
|
}
|
|
auto ratio = (float)pWidth / (float)pHeight;
|
|
auto diff = fabs(aspectRatio - ratio);
|
|
/* select closest aspect ratio */
|
|
if (diff < minDiff)
|
|
{
|
|
renderWidth = pWidth;
|
|
renderHeight = pHeight;
|
|
minDiff = diff;
|
|
}
|
|
/* select largest resolution meets prior conditions.
|
|
* since there are resolutions like 1366x768(not exactly 16:9), a deviation of 0.005 is allowed. */
|
|
else if (fabs(diff - minDiff) < 0.005f && pWidth > renderWidth)
|
|
{
|
|
renderWidth = pWidth;
|
|
renderHeight = pHeight;
|
|
}
|
|
}
|
|
if (renderWidth == 0)
|
|
{
|
|
// no matching resolution for upscaling - complain & fallback to default resolution.
|
|
logGlobal->error("Failed to match rendering resolution for %dx%d!", w, h);
|
|
Settings newRes = settings.write["video"]["screenRes"];
|
|
std::tie(w, h) = conf.guiOptions.begin()->first;
|
|
newRes["width"].Float() = w;
|
|
newRes["height"].Float() = h;
|
|
conf.SetResolution(w, h);
|
|
logGlobal->error("Falling back to %dx%d", w, h);
|
|
renderWidth = w;
|
|
renderHeight = h;
|
|
}
|
|
else
|
|
{
|
|
logGlobal->info("Set logical rendering resolution to %dx%d", renderWidth, renderHeight);
|
|
}
|
|
|
|
cleanupRenderer();
|
|
|
|
if(nullptr == mainWindow)
|
|
{
|
|
#if defined(VCMI_MOBILE)
|
|
auto createWindow = [displayIndex](uint32_t extraFlags) -> bool {
|
|
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN | extraFlags);
|
|
return mainWindow != nullptr;
|
|
};
|
|
|
|
# ifdef VCMI_IOS
|
|
SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "1");
|
|
SDL_SetHint(SDL_HINT_RETURN_KEY_HIDES_IME, "1");
|
|
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
|
|
|
|
uint32_t windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI;
|
|
if(!createWindow(windowFlags | SDL_WINDOW_METAL))
|
|
{
|
|
logGlobal->warn("Metal unavailable, using OpenGLES");
|
|
createWindow(windowFlags);
|
|
}
|
|
# else
|
|
createWindow(0);
|
|
# endif // VCMI_IOS
|
|
|
|
// SDL on mobile doesn't do proper letterboxing, and will show an annoying flickering in the blank space in case you're not using the full screen estate
|
|
// That's why we need to make sure our width and height we'll use below have the same aspect ratio as the screen itself to ensure we fill the full screen estate
|
|
|
|
SDL_Rect screenRect;
|
|
|
|
if(SDL_GetDisplayBounds(0, &screenRect) == 0)
|
|
{
|
|
const auto screenWidth = screenRect.w;
|
|
const auto screenHeight = screenRect.h;
|
|
|
|
const auto aspect = static_cast<double>(screenWidth) / screenHeight;
|
|
|
|
logGlobal->info("Screen size and aspect ratio: %dx%d (%lf)", screenWidth, screenHeight, aspect);
|
|
|
|
if((double)w / aspect > (double)h)
|
|
{
|
|
h = (int)round((double)w / aspect);
|
|
}
|
|
else
|
|
{
|
|
w = (int)round((double)h * aspect);
|
|
}
|
|
|
|
logGlobal->info("Changing logical screen size to %dx%d", w, h);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Can't fix aspect ratio for screen");
|
|
}
|
|
#else
|
|
if(fullscreen)
|
|
{
|
|
if(realFullscreen)
|
|
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), renderWidth, renderHeight, SDL_WINDOW_FULLSCREEN);
|
|
else //in windowed full-screen mode use desktop resolution
|
|
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
|
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
|
|
}
|
|
else
|
|
{
|
|
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex),SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), w, h, 0);
|
|
}
|
|
#endif // defined(VCMI_MOBILE)
|
|
|
|
if(nullptr == mainWindow)
|
|
{
|
|
throw std::runtime_error("Unable to create window\n");
|
|
}
|
|
|
|
//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
|
|
mainRenderer = SDL_CreateRenderer(mainWindow,preferredDriverIndex,0);
|
|
|
|
if(nullptr == mainRenderer)
|
|
{
|
|
throw std::runtime_error("Unable to create renderer\n");
|
|
}
|
|
|
|
|
|
SDL_RendererInfo info;
|
|
SDL_GetRendererInfo(mainRenderer, &info);
|
|
logGlobal->info("Created renderer %s", info.name);
|
|
|
|
}
|
|
else
|
|
{
|
|
#if !defined(VCMI_MOBILE)
|
|
|
|
if(fullscreen)
|
|
{
|
|
if(realFullscreen)
|
|
{
|
|
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN);
|
|
|
|
SDL_DisplayMode mode;
|
|
SDL_GetDesktopDisplayMode(displayIndex, &mode);
|
|
mode.w = renderWidth;
|
|
mode.h = renderHeight;
|
|
|
|
SDL_SetWindowDisplayMode(mainWindow, &mode);
|
|
}
|
|
else
|
|
{
|
|
SDL_SetWindowFullscreen(mainWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
|
}
|
|
|
|
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex));
|
|
|
|
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
|
|
}
|
|
else
|
|
{
|
|
SDL_SetWindowFullscreen(mainWindow, 0);
|
|
SDL_SetWindowSize(mainWindow, w, h);
|
|
SDL_SetWindowPosition(mainWindow, SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if(!(fullscreen && realFullscreen))
|
|
{
|
|
SDL_RenderSetLogicalSize(mainRenderer, renderWidth, renderHeight);
|
|
|
|
//following line is bugged not only on android, do not re-enable without checking
|
|
//#ifndef VCMI_ANDROID
|
|
// // on android this stretches the game to fit the screen, not preserving aspect and apparently this also breaks coordinates scaling in mouse events
|
|
// SDL_RenderSetViewport(mainRenderer, nullptr);
|
|
//#endif
|
|
|
|
}
|
|
|
|
|
|
#ifdef VCMI_ENDIAN_BIG
|
|
int bmask = 0xff000000;
|
|
int gmask = 0x00ff0000;
|
|
int rmask = 0x0000ff00;
|
|
int amask = 0x000000ff;
|
|
#else
|
|
int bmask = 0x000000ff;
|
|
int gmask = 0x0000ff00;
|
|
int rmask = 0x00ff0000;
|
|
int amask = 0xFF000000;
|
|
#endif
|
|
|
|
screen = SDL_CreateRGBSurface(0,renderWidth,renderHeight,bpp,rmask,gmask,bmask,amask);
|
|
if(nullptr == screen)
|
|
{
|
|
logGlobal->error("Unable to create surface %dx%d with %d bpp: %s", renderWidth, renderHeight, bpp, SDL_GetError());
|
|
throw std::runtime_error("Unable to create surface");
|
|
}
|
|
//No blending for screen itself. Required for proper cursor rendering.
|
|
SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
|
|
|
|
screenTexture = SDL_CreateTexture(mainRenderer,
|
|
SDL_PIXELFORMAT_ARGB8888,
|
|
SDL_TEXTUREACCESS_STREAMING,
|
|
renderWidth, renderHeight);
|
|
|
|
if(nullptr == screenTexture)
|
|
{
|
|
logGlobal->error("Unable to create screen texture");
|
|
logGlobal->error(SDL_GetError());
|
|
throw std::runtime_error("Unable to create screen texture");
|
|
}
|
|
|
|
screen2 = CSDL_Ext::copySurface(screen);
|
|
|
|
|
|
if(nullptr == screen2)
|
|
{
|
|
throw std::runtime_error("Unable to copy surface\n");
|
|
}
|
|
|
|
screenBuf = bufOnScreen ? screen : screen2;
|
|
|
|
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
|
|
SDL_RenderClear(mainRenderer);
|
|
SDL_RenderPresent(mainRenderer);
|
|
|
|
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
|
|
{
|
|
NotificationHandler::init(mainWindow);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//used only once during initialization
|
|
static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo)
|
|
{
|
|
if(!recreateWindow(w, h, bpp, fullscreen, displayIndex))
|
|
{
|
|
throw std::runtime_error("Requested screen resolution is not available\n");
|
|
}
|
|
}
|
|
|
|
static void fullScreenChanged()
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
|
|
|
|
Settings full = settings.write["video"]["fullscreen"];
|
|
const bool toFullscreen = full->Bool();
|
|
|
|
auto bitsPerPixel = screen->format->BitsPerPixel;
|
|
|
|
auto w = screen->w;
|
|
auto h = screen->h;
|
|
|
|
if(!recreateWindow(w, h, bitsPerPixel, toFullscreen, -1))
|
|
{
|
|
//will return false and report error if video mode is not supported
|
|
return;
|
|
}
|
|
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
static void handleEvent(SDL_Event & ev)
|
|
{
|
|
if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
|
|
{
|
|
#ifdef VCMI_ANDROID
|
|
handleQuit(false);
|
|
#else
|
|
handleQuit();
|
|
#endif
|
|
return;
|
|
}
|
|
#ifdef VCMI_ANDROID
|
|
else if (ev.type == SDL_KEYDOWN && ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK)
|
|
{
|
|
handleQuit(true);
|
|
}
|
|
#endif
|
|
else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
|
|
{
|
|
Settings full = settings.write["video"]["fullscreen"];
|
|
full->Bool() = !full->Bool();
|
|
return;
|
|
}
|
|
else if(ev.type == SDL_USEREVENT)
|
|
{
|
|
switch(static_cast<EUserEvent>(ev.user.code))
|
|
{
|
|
case EUserEvent::FORCE_QUIT:
|
|
{
|
|
handleQuit(false);
|
|
return;
|
|
}
|
|
break;
|
|
case EUserEvent::RETURN_TO_MAIN_MENU:
|
|
{
|
|
CSH->endGameplay();
|
|
GH.defActionsDef = 63;
|
|
CMM->menu->switchToTab("main");
|
|
}
|
|
break;
|
|
case EUserEvent::RESTART_GAME:
|
|
{
|
|
CSH->sendRestartGame();
|
|
}
|
|
break;
|
|
case EUserEvent::CAMPAIGN_START_SCENARIO:
|
|
{
|
|
CSH->campaignServerRestartLock.set(true);
|
|
CSH->endGameplay();
|
|
auto ourCampaign = std::shared_ptr<CCampaignState>(reinterpret_cast<CCampaignState *>(ev.user.data1));
|
|
auto & epilogue = ourCampaign->camp->scenarios[ourCampaign->mapsConquered.back()].epilog;
|
|
auto finisher = [=]()
|
|
{
|
|
if(ourCampaign->mapsRemaining.size())
|
|
{
|
|
GH.pushInt(CMM);
|
|
GH.pushInt(CMM->menu);
|
|
CMM->openCampaignLobby(ourCampaign);
|
|
}
|
|
};
|
|
if(epilogue.hasPrologEpilog)
|
|
{
|
|
GH.pushIntT<CPrologEpilogVideo>(epilogue, finisher);
|
|
}
|
|
else
|
|
{
|
|
CSH->campaignServerRestartLock.waitUntil(false);
|
|
finisher();
|
|
}
|
|
}
|
|
break;
|
|
case EUserEvent::RETURN_TO_MENU_LOAD:
|
|
CSH->endGameplay();
|
|
GH.defActionsDef = 63;
|
|
CMM->menu->switchToTab("load");
|
|
break;
|
|
case EUserEvent::FULLSCREEN_TOGGLED:
|
|
fullScreenChanged();
|
|
break;
|
|
default:
|
|
logGlobal->error("Unknown user event. Code %d", ev.user.code);
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
else if(ev.type == SDL_WINDOWEVENT)
|
|
{
|
|
switch (ev.window.event) {
|
|
case SDL_WINDOWEVENT_RESTORED:
|
|
#ifndef VCMI_IOS
|
|
fullScreenChanged();
|
|
#endif
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
else if(ev.type == SDL_SYSWMEVENT)
|
|
{
|
|
if(!settings["session"]["headless"].Bool() && settings["general"]["notifications"].Bool())
|
|
{
|
|
NotificationHandler::handleSdlEvent(ev);
|
|
}
|
|
}
|
|
|
|
//preprocessing
|
|
if(ev.type == SDL_MOUSEMOTION)
|
|
{
|
|
CCS->curh->cursorMove(ev.motion.x, ev.motion.y);
|
|
}
|
|
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(eventsM);
|
|
SDLEventsQueue.push(ev);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
static void mainLoop()
|
|
{
|
|
SettingsListener resChanged = settings.listen["video"]["fullscreen"];
|
|
resChanged([](const JsonNode &newState){ CGuiHandler::pushUserEvent(EUserEvent::FULLSCREEN_TOGGLED); });
|
|
|
|
inGuiThread.reset(new bool(true));
|
|
assert(GH.mainFPSmng);
|
|
GH.mainFPSmng->init(settings["video"]["targetfps"].Integer());
|
|
|
|
while(1) //main SDL events loop
|
|
{
|
|
SDL_Event ev;
|
|
|
|
while(1 == SDL_PollEvent(&ev))
|
|
{
|
|
handleEvent(ev);
|
|
}
|
|
|
|
CSH->applyPacksOnLobbyScreen();
|
|
GH.renderFrame();
|
|
|
|
}
|
|
}
|
|
|
|
static void quitApplication()
|
|
{
|
|
if(!settings["session"]["headless"].Bool())
|
|
{
|
|
if(CSH->client)
|
|
CSH->endGameplay();
|
|
}
|
|
|
|
GH.listInt.clear();
|
|
GH.objsToBlit.clear();
|
|
|
|
CMM.reset();
|
|
|
|
if(!settings["session"]["headless"].Bool())
|
|
{
|
|
// cleanup, mostly to remove false leaks from analyzer
|
|
if(CCS)
|
|
{
|
|
CCS->musich->release();
|
|
CCS->soundh->release();
|
|
|
|
vstd::clear_pointer(CCS);
|
|
}
|
|
CMessage::dispose();
|
|
|
|
vstd::clear_pointer(graphics);
|
|
}
|
|
|
|
vstd::clear_pointer(VLC);
|
|
|
|
vstd::clear_pointer(console);// should be removed after everything else since used by logging
|
|
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(750));//???
|
|
if(!settings["session"]["headless"].Bool())
|
|
{
|
|
if(settings["general"]["notifications"].Bool())
|
|
{
|
|
NotificationHandler::destroy();
|
|
}
|
|
|
|
cleanupRenderer();
|
|
|
|
if(nullptr != mainRenderer)
|
|
{
|
|
SDL_DestroyRenderer(mainRenderer);
|
|
mainRenderer = nullptr;
|
|
}
|
|
|
|
if(nullptr != mainWindow)
|
|
{
|
|
SDL_DestroyWindow(mainWindow);
|
|
mainWindow = nullptr;
|
|
}
|
|
|
|
SDL_Quit();
|
|
}
|
|
|
|
if(logConfig != nullptr)
|
|
{
|
|
logConfig->deconfigure();
|
|
delete logConfig;
|
|
logConfig = nullptr;
|
|
}
|
|
|
|
std::cout << "Ending...\n";
|
|
exit(0);
|
|
}
|
|
|
|
void handleQuit(bool ask)
|
|
{
|
|
|
|
if(CSH->client && LOCPLINT && ask)
|
|
{
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], [](){
|
|
// Workaround for assertion failure on exit:
|
|
// handleQuit() is alway called during SDL event processing
|
|
// during which, eventsM is kept locked
|
|
// this leads to assertion failure if boost::mutex is in locked state
|
|
eventsM.unlock();
|
|
|
|
quitApplication();
|
|
}, nullptr);
|
|
}
|
|
else
|
|
{
|
|
quitApplication();
|
|
}
|
|
}
|