1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/server/CVCMIServer.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

976 lines
26 KiB
C++

/*
* CVCMIServer.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include <boost/asio.hpp>
#include "../lib/filesystem/Filesystem.h"
#include "../lib/mapping/CCampaignHandler.h"
#include "../lib/CThreadHelper.h"
#include "../lib/serializer/Connection.h"
#include "../lib/CModHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CCreatureHandler.h"
#include "zlib.h"
#include "CVCMIServer.h"
#include "../lib/StartInfo.h"
#include "../lib/mapping/CMap.h"
#include "../lib/rmg/CMapGenOptions.h"
#ifdef VCMI_ANDROID
#include "lib/CAndroidVMHelper.h"
#else
#include "../lib/Interprocess.h"
#endif
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "CGameHandler.h"
#include "../lib/mapping/CMapInfo.h"
#include "../lib/GameConstants.h"
#include "../lib/logging/CBasicLogConfigurator.h"
#include "../lib/CConfigHandler.h"
#include "../lib/ScopeGuard.h"
#include "../lib/serializer/CMemorySerializer.h"
#include "../lib/serializer/Cast.h"
#include "../lib/UnlockGuard.h"
// for applier
#include "../lib/registerTypes/RegisterTypes.h"
// UUID generation
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include "../lib/CGameState.h"
#if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
#include <execinfo.h>
#endif
template<typename T> class CApplyOnServer;
class CBaseForServerApply
{
public:
virtual bool applyOnServerBefore(CVCMIServer * srv, void * pack) const =0;
virtual void applyOnServerAfter(CVCMIServer * srv, void * pack) const =0;
virtual ~CBaseForServerApply() {}
template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
{
return new CApplyOnServer<U>();
}
};
template <typename T> class CApplyOnServer : public CBaseForServerApply
{
public:
bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
{
T * ptr = static_cast<T *>(pack);
if(ptr->checkClientPermissions(srv))
{
boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
return ptr->applyOnServer(srv);
}
else
return false;
}
void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
{
T * ptr = static_cast<T *>(pack);
ptr->applyOnServerAfterAnnounce(srv);
}
};
template <>
class CApplyOnServer<CPack> : public CBaseForServerApply
{
public:
bool applyOnServerBefore(CVCMIServer * srv, void * pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
return false;
}
void applyOnServerAfter(CVCMIServer * srv, void * pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
}
};
std::string NAME_AFFIX = "server";
std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')';
CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
: port(3030), io(std::make_shared<boost::asio::io_service>()), state(EServerState::LOBBY), cmdLineOptions(opts), currentClientId(1), currentPlayerId(1), restartGameplay(false)
{
uuid = boost::uuids::to_string(boost::uuids::random_generator()());
logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
applier = std::make_shared<CApplier<CBaseForServerApply>>();
registerTypesLobbyPacks(*applier);
if(cmdLineOptions.count("port"))
port = cmdLineOptions["port"].as<ui16>();
logNetwork->info("Port %d will be used", port);
try
{
acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), port));
}
catch(...)
{
logNetwork->info("Port %d is busy, trying to use random port instead", port);
if(cmdLineOptions.count("run-by-client") && !cmdLineOptions.count("enable-shm"))
{
logNetwork->error("Cant pass port number to client without shared memory!", port);
exit(0);
}
acceptor = std::make_shared<TAcceptor>(*io, boost::asio::ip::tcp::endpoint(boost::asio::ip::tcp::v4(), 0));
port = acceptor->local_endpoint().port();
}
logNetwork->info("Listening for connections at port %d", port);
}
CVCMIServer::~CVCMIServer()
{
announceQueue.clear();
if(announceLobbyThread)
announceLobbyThread->join();
}
void CVCMIServer::run()
{
if(!restartGameplay)
{
this->announceLobbyThread = vstd::make_unique<boost::thread>(&CVCMIServer::threadAnnounceLobby, this);
#ifndef VCMI_ANDROID
if(cmdLineOptions.count("enable-shm"))
{
std::string sharedMemoryName = "vcmi_memory";
if(cmdLineOptions.count("enable-shm-uuid") && cmdLineOptions.count("uuid"))
{
sharedMemoryName += "_" + cmdLineOptions["uuid"].as<std::string>();
}
shm = std::make_shared<SharedMemory>(sharedMemoryName);
}
#endif
startAsyncAccept();
#ifndef VCMI_ANDROID
if(shm)
{
shm->sr->setToReadyAndNotify(port);
}
#else
CAndroidVMHelper vmHelper;
vmHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "onServerReady");
#endif
}
while(state == EServerState::LOBBY || state == EServerState::GAMEPLAY_STARTING)
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
logNetwork->info("Thread handling connections ended");
if(state == EServerState::GAMEPLAY)
{
gh->run(si->mode == StartInfo::LOAD_GAME);
}
while(state == EServerState::GAMEPLAY_ENDED)
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
void CVCMIServer::threadAnnounceLobby()
{
while(state != EServerState::SHUTDOWN)
{
{
boost::unique_lock<boost::recursive_mutex> myLock(mx);
while(!announceQueue.empty())
{
announcePack(std::move(announceQueue.front()));
announceQueue.pop_front();
}
if(state != EServerState::LOBBY)
{
if(acceptor)
acceptor->close();
}
if(acceptor)
{
io->reset();
io->poll();
}
}
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
}
void CVCMIServer::prepareToStartGame()
{
if(state == EServerState::GAMEPLAY)
{
restartGameplay = true;
* si = * gh->gs->initialOpts;
si->seedToBeUsed = si->seedPostInit = 0;
state = EServerState::LOBBY;
// FIXME: dirry hack to make sure old CGameHandler::run is finished
boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
}
state = EServerState::GAMEPLAY_STARTING;
gh = std::make_shared<CGameHandler>(this);
switch(si->mode)
{
case StartInfo::CAMPAIGN:
logNetwork->info("Preparing to start new campaign");
si->campState->currentMap = boost::make_optional(campaignMap);
si->campState->chosenCampaignBonuses[campaignMap] = campaignBonus;
gh->init(si.get());
break;
case StartInfo::NEW_GAME:
logNetwork->info("Preparing to start new game");
gh->init(si.get());
break;
case StartInfo::LOAD_GAME:
logNetwork->info("Preparing to start loaded game");
gh->load(si->mapname);
break;
default:
logNetwork->error("Wrong mode in StartInfo!");
assert(0);
break;
}
}
void CVCMIServer::startGameImmidiately()
{
for(auto c : connections)
c->enterGameplayConnectionMode(gh->gs);
state = EServerState::GAMEPLAY;
}
void CVCMIServer::startAsyncAccept()
{
assert(!upcomingConnection);
assert(acceptor);
#if BOOST_VERSION >= 107000 // Boost version >= 1.70
upcomingConnection = std::make_shared<TSocket>(acceptor->get_executor());
#else
upcomingConnection = std::make_shared<TSocket>(acceptor->get_io_service());
#endif
acceptor->async_accept(*upcomingConnection, std::bind(&CVCMIServer::connectionAccepted, this, _1));
}
void CVCMIServer::connectionAccepted(const boost::system::error_code & ec)
{
if(ec)
{
if(state != EServerState::SHUTDOWN)
logNetwork->info("Something wrong during accepting: %s", ec.message());
return;
}
try
{
logNetwork->info("We got a new connection! :)");
auto c = std::make_shared<CConnection>(upcomingConnection, NAME, uuid);
upcomingConnection.reset();
connections.insert(c);
c->handler = std::make_shared<boost::thread>(&CVCMIServer::threadHandleClient, this, c);
}
catch(std::exception & e)
{
(void)e;
upcomingConnection.reset();
logNetwork->info("I guess it was just my imagination!");
}
startAsyncAccept();
}
void CVCMIServer::threadHandleClient(std::shared_ptr<CConnection> c)
{
setThreadName("CVCMIServer::handleConnection");
c->enterLobbyConnectionMode();
try
{
while(c->connected)
{
CPack * pack = c->retrievePack();
if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
{
handleReceivedPack(std::unique_ptr<CPackForLobby>(lobbyPack));
}
else if(auto serverPack = dynamic_ptr_cast<CPackForServer>(pack))
{
gh->handleReceivedPack(serverPack);
}
}
}
catch(boost::system::system_error & e)
{
(void)e;
if(state != EServerState::LOBBY)
gh->handleClientDisconnection(c);
}
catch(const std::exception & e)
{
(void)e;
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
logNetwork->error("%s dies... \nWhat happened: %s", c->toString(), e.what());
}
catch(...)
{
state = EServerState::SHUTDOWN;
handleException();
throw;
}
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
// if(state != ENDING_AND_STARTING_GAME)
if(c->connected)
{
auto lcd = vstd::make_unique<LobbyClientDisconnected>();
lcd->c = c;
lcd->clientId = c->connectionID;
handleReceivedPack(std::move(lcd));
}
logNetwork->info("Thread listening for %s ended", c->toString());
c->handler.reset();
}
void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
{
CBaseForServerApply * apply = applier->getApplier(typeList.getTypeID(pack.get()));
if(apply->applyOnServerBefore(this, pack.get()))
addToAnnounceQueue(std::move(pack));
}
void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
{
for(auto c : connections)
{
// FIXME: we need to avoid senting something to client that not yet get answer for LobbyClientConnected
// Until UUID set we only pass LobbyClientConnected to this client
if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
continue;
c->sendPack(pack.get());
}
applier->getApplier(typeList.getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
}
void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
{
logNetwork->info("%s says: %s", playerName, txt);
auto cm = vstd::make_unique<LobbyChatMessage>();
cm->playerName = playerName;
cm->message = txt;
addToAnnounceQueue(std::move(cm));
}
void CVCMIServer::addToAnnounceQueue(std::unique_ptr<CPackForLobby> pack)
{
boost::unique_lock<boost::recursive_mutex> queueLock(mx);
announceQueue.push_back(std::move(pack));
}
bool CVCMIServer::passHost(int toConnectionId)
{
for(auto c : connections)
{
if(isClientHost(c->connectionID))
continue;
if(c->connectionID != toConnectionId)
continue;
hostClient = c;
hostClientId = c->connectionID;
announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
return true;
}
return false;
}
void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, std::string uuid, StartInfo::EMode mode)
{
c->connectionID = currentClientId++;
if(!hostClient)
{
hostClient = c;
hostClientId = c->connectionID;
si->mode = mode;
}
logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
for(auto & name : names)
{
logNetwork->info("Client %d player: %s", c->connectionID, name);
ui8 id = currentPlayerId++;
ClientPlayer cp;
cp.connection = c->connectionID;
cp.name = name;
playerNames.insert(std::make_pair(id, cp));
announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
//put new player in first slot with AI
for(auto & elem : si->playerInfos)
{
if(elem.second.isControlledByAI() && !elem.second.compOnly)
{
setPlayerConnectedId(elem.second, id);
break;
}
}
}
}
void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
{
connections -= c;
for(auto it = playerNames.begin(); it != playerNames.end();)
{
if(it->second.connection != c->connectionID)
{
it++;
continue;
}
int id = it->first;
announceTxt(boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID));
playerNames.erase(it++);
// Reset in-game players client used back to AI
if(PlayerSettings * s = si->getPlayersSettings(id))
{
setPlayerConnectedId(*s, PlayerSettings::PLAYER_AI);
}
}
}
void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
{
if(vstd::contains(playerNames, player))
pset.name = playerNames.find(player)->second.name;
else
pset.name = VLC->generaltexth->allTexts[468]; //Computer
pset.connectedPlayerIDs.clear();
if(player != PlayerSettings::PLAYER_AI)
pset.connectedPlayerIDs.insert(player);
}
void CVCMIServer::updateStartInfoOnMapChange(std::shared_ptr<CMapInfo> mapInfo, std::shared_ptr<CMapGenOptions> mapGenOpts)
{
mi = mapInfo;
if(!mi)
return;
auto namesIt = playerNames.cbegin();
si->playerInfos.clear();
if(mi->scenarioOptionsOfSave)
{
si = CMemorySerializer::deepCopy(*mi->scenarioOptionsOfSave);
si->mode = StartInfo::LOAD_GAME;
if(si->campState)
campaignMap = si->campState->currentMap.get();
for(auto & ps : si->playerInfos)
{
if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
{
setPlayerConnectedId(ps.second, namesIt++->first);
}
else
{
setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
}
}
}
else if(si->mode == StartInfo::NEW_GAME || si->mode == StartInfo::CAMPAIGN)
{
if(mi->campaignHeader)
return;
for(int i = 0; i < mi->mapHeader->players.size(); i++)
{
const PlayerInfo & pinfo = mi->mapHeader->players[i];
//neither computer nor human can play - no player
if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
continue;
PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
pset.color = PlayerColor(i);
if(pinfo.canHumanPlay && namesIt != playerNames.cend())
{
setPlayerConnectedId(pset, namesIt++->first);
}
else
{
setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
if(!pinfo.canHumanPlay)
{
pset.compOnly = true;
}
}
pset.castle = pinfo.defaultCastle();
pset.hero = pinfo.defaultHero();
if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
{
pset.hero = pinfo.mainCustomHeroId;
pset.heroName = pinfo.mainCustomHeroName;
pset.heroPortrait = pinfo.mainCustomHeroPortrait;
}
pset.handicap = PlayerSettings::NO_HANDICAP;
}
if(mi->isRandomMap && mapGenOpts)
si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
else
si->mapGenOptions.reset();
}
si->mapname = mi->fileURI;
}
void CVCMIServer::updateAndPropagateLobbyState()
{
boost::unique_lock<boost::mutex> stateLock(stateMutex);
// Update player settings for RMG
// TODO: find appropriate location for this code
if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
{
for(const auto & psetPair : si->playerInfos)
{
const auto & pset = psetPair.second;
si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
if(pset.isControlledByHuman())
{
si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
}
}
}
auto lus = vstd::make_unique<LobbyUpdateState>();
lus->state = *this;
addToAnnounceQueue(std::move(lus));
}
void CVCMIServer::setPlayer(PlayerColor clickedColor)
{
struct PlayerToRestore
{
PlayerColor color;
int id;
void reset() { id = -1; color = PlayerColor::CANNOT_DETERMINE; }
PlayerToRestore(){ reset(); }
} playerToRestore;
PlayerSettings & clicked = si->playerInfos[clickedColor];
//identify clicked player
int clickedNameID = 0; //number of player - zero means AI, assume it initially
if(clicked.isControlledByHuman())
clickedNameID = *(clicked.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
{
PlayerSettings & restPos = si->playerInfos[playerToRestore.color];
setPlayerConnectedId(restPos, playerToRestore.id);
playerToRestore.reset();
}
int newPlayer; //which player will take clicked position
//who will be put here?
if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
{
newPlayer = getIdOfFirstUnallocatedPlayer();
if(!newPlayer) //no "free" player -> get just first one
newPlayer = playerNames.begin()->first;
}
else //human clicked -> take next
{
auto i = playerNames.find(clickedNameID); //clicked one
i++; //player AFTER clicked one
if(i != playerNames.end())
newPlayer = i->first;
else
newPlayer = 0; //AI if we scrolled through all players
}
setPlayerConnectedId(clicked, newPlayer); //put player
//if that player was somewhere else, we need to replace him with computer
if(newPlayer) //not AI
{
for(auto i = si->playerInfos.begin(); i != si->playerInfos.end(); i++)
{
int curNameID = *(i->second.connectedPlayerIDs.begin());
if(i->first != clickedColor && curNameID == newPlayer)
{
assert(i->second.connectedPlayerIDs.size());
playerToRestore.color = i->first;
playerToRestore.id = newPlayer;
setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
break;
}
}
}
}
void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
{
PlayerSettings & s = si->playerInfos[player];
si16 & cur = s.castle;
auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
if(cur == PlayerSettings::NONE) //no change
return;
if(cur == PlayerSettings::RANDOM) //first/last available
{
if(dir > 0)
cur = *allowed.begin(); //id of first town
else
cur = *allowed.rbegin(); //id of last town
}
else // next/previous available
{
if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
{
if(allowRandomTown)
{
cur = PlayerSettings::RANDOM;
}
else
{
if(dir > 0)
cur = *allowed.begin();
else
cur = *allowed.rbegin();
}
}
else
{
assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
auto iter = allowed.find((ui8)cur);
std::advance(iter, dir);
cur = *iter;
}
}
if(s.hero >= 0 && !getPlayerInfo(player.getNum()).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
{
s.hero = PlayerSettings::RANDOM;
}
if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
s.bonus = PlayerSettings::RANDOM;
}
void CVCMIServer::setCampaignMap(int mapId)
{
campaignMap = mapId;
si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
campaignBonus = -1;
updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
}
void CVCMIServer::setCampaignBonus(int bonusId)
{
campaignBonus = bonusId;
const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
{
for(auto & elem : si->playerInfos)
{
if(elem.first == PlayerColor(bonDescs[bonusId].info1))
setPlayerConnectedId(elem.second, 1);
else
setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
}
}
}
void CVCMIServer::optionNextHero(PlayerColor player, int dir)
{
PlayerSettings & s = si->playerInfos[player];
if(s.castle < 0 || s.hero == PlayerSettings::NONE)
return;
if(s.hero == PlayerSettings::RANDOM) // first/last available
{
int max = static_cast<int>(VLC->heroh->size()),
min = 0;
s.hero = nextAllowedHero(player, min, max, 0, dir);
}
else
{
if(dir > 0)
s.hero = nextAllowedHero(player, s.hero, (int)VLC->heroh->size(), 1, dir);
else
s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
}
}
int CVCMIServer::nextAllowedHero(PlayerColor player, int min, int max, int incl, int dir)
{
if(dir > 0)
{
for(int i = min + incl; i <= max - incl; i++)
if(canUseThisHero(player, i))
return i;
}
else
{
for(int i = max - incl; i >= min + incl; i--)
if(canUseThisHero(player, i))
return i;
}
return -1;
}
void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
{
PlayerSettings & s = si->playerInfos[player];
PlayerSettings::Ebonus & ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
if(s.hero == PlayerSettings::NONE &&
!getPlayerInfo(player.getNum()).heroesNames.size() &&
ret == PlayerSettings::ARTIFACT) //no hero - can't be artifact
{
if(dir < 0)
ret = PlayerSettings::RANDOM;
else
ret = PlayerSettings::GOLD;
}
if(ret > PlayerSettings::RESOURCE)
ret = PlayerSettings::RANDOM;
if(ret < PlayerSettings::RANDOM)
ret = PlayerSettings::RESOURCE;
if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
{
if(dir < 0)
ret = PlayerSettings::GOLD;
else
ret = PlayerSettings::RANDOM;
}
}
bool CVCMIServer::canUseThisHero(PlayerColor player, int ID)
{
return VLC->heroh->size() > ID
&& si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
&& !vstd::contains(getUsedHeroes(), ID)
&& mi->mapHeader->allowedHeroes[ID];
}
std::vector<int> CVCMIServer::getUsedHeroes()
{
std::vector<int> heroIds;
for(auto & p : si->playerInfos)
{
const auto & heroes = getPlayerInfo(p.first.getNum()).heroesNames;
for(auto & hero : heroes)
if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
heroIds.push_back(hero.heroId);
if(p.second.hero != PlayerSettings::RANDOM)
heroIds.push_back(p.second.hero);
}
return heroIds;
}
ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
{
for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
{
if(!si->getPlayersSettings(i->first))
return i->first;
}
return 0;
}
#if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
void handleLinuxSignal(int sig)
{
const int STACKTRACE_SIZE = 100;
void * buffer[STACKTRACE_SIZE];
int ptrCount = backtrace(buffer, STACKTRACE_SIZE);
char * * strings;
logGlobal->error("Error: signal %d :", sig);
strings = backtrace_symbols(buffer, ptrCount);
if(strings == nullptr)
{
logGlobal->error("There are no symbols.");
}
else
{
for(int i = 0; i < ptrCount; ++i)
{
logGlobal->error(strings[i]);
}
free(strings);
}
_exit(EXIT_FAILURE);
}
#endif
static void handleCommandOptions(int argc, char * argv[], boost::program_options::variables_map & options)
{
namespace po = boost::program_options;
po::options_description opts("Allowed options");
opts.add_options()
("help,h", "display help and exit")
("version,v", "display version information and exit")
("run-by-client", "indicate that server launched by client on same machine")
("uuid", po::value<std::string>(), "")
("enable-shm-uuid", "use UUID for shared memory identifier")
("enable-shm", "enable usage of shared memory")
("port", po::value<ui16>(), "port at which server will listen to connections from client");
if(argc > 1)
{
try
{
po::store(po::parse_command_line(argc, argv, opts), options);
}
catch(std::exception & e)
{
std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
}
}
po::notify(options);
if(options.count("help"))
{
auto time = std::time(0);
printf("%s - A Heroes of Might and Magic 3 clone\n", GameConstants::VCMI_VERSION.c_str());
printf("Copyright (C) 2007-%d VCMI dev team - see AUTHORS file\n", std::localtime(&time)->tm_year + 1900);
printf("This is free software; see the source for copying conditions. There is NO\n");
printf("warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.\n");
printf("\n");
std::cout << opts;
exit(0);
}
if(options.count("version"))
{
printf("%s\n", GameConstants::VCMI_VERSION.c_str());
std::cout << VCMIDirs::get().genHelpString();
exit(0);
}
}
int main(int argc, char * argv[])
{
#ifndef VCMI_ANDROID
// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
#endif
// Installs a sig sev segmentation violation handler
// to log stacktrace
#if defined(__GNUC__) && !defined(__MINGW32__) && !defined(VCMI_ANDROID)
signal(SIGSEGV, handleLinuxSignal);
#endif
console = new CConsoleHandler();
CBasicLogConfigurator logConfig(VCMIDirs::get().userCachePath() / "VCMI_Server_log.txt", console);
logConfig.configureDefault();
logGlobal->info(NAME);
boost::program_options::variables_map opts;
handleCommandOptions(argc, argv, opts);
preinitDLL(console);
settings.init();
logConfig.configure();
loadDLLClasses();
srand((ui32)time(nullptr));
try
{
boost::asio::io_service io_service;
CVCMIServer server(opts);
try
{
while(server.state != EServerState::SHUTDOWN)
{
server.run();
}
io_service.run();
}
catch(boost::system::system_error & e) //for boost errors just log, not crash - probably client shut down connection
{
logNetwork->error(e.what());
server.state = EServerState::SHUTDOWN;
}
catch(...)
{
handleException();
}
}
catch(boost::system::system_error & e)
{
logNetwork->error(e.what());
//catch any startup errors (e.g. can't access port) errors
//and return non-zero status so client can detect error
throw;
}
#ifdef VCMI_ANDROID
CAndroidVMHelper envHelper;
envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "killServer");
#endif
logConfig.deconfigure();
vstd::clear_pointer(VLC);
return 0;
}
#ifdef VCMI_ANDROID
void CVCMIServer::create()
{
const char * foo[1] = {"android-server"};
main(1, const_cast<char **>(foo));
}
#endif