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vcmi/client/CMT.cpp
2023-11-13 16:27:15 +02:00

541 lines
16 KiB
C++

/*
* CMT.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
*
*/
// CMT.cpp : Defines the entry point for the console application.
#include "StdInc.h"
#include "CMT.h"
#include "CGameInfo.h"
#include "mainmenu/CMainMenu.h"
#include "gui/CursorHandler.h"
#include "eventsSDL/InputHandler.h"
#include "CPlayerInterface.h"
#include "CVideoHandler.h"
#include "CMusicHandler.h"
#include "gui/CGuiHandler.h"
#include "gui/WindowHandler.h"
#include "CServerHandler.h"
#include "ClientCommandManager.h"
#include "windows/CMessage.h"
#include "windows/InfoWindows.h"
#include "render/IScreenHandler.h"
#include "render/Graphics.h"
#include "../lib/CConfigHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CThreadHelper.h"
#include "../lib/VCMIDirs.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/logging/CBasicLogConfigurator.h"
#include <boost/program_options.hpp>
#include <vstd/StringUtils.h>
#include <SDL_main.h>
#include <SDL.h>
#ifdef VCMI_ANDROID
#include "../lib/CAndroidVMHelper.h"
#include <SDL_system.h>
#endif
#if __MINGW32__
#undef main
#endif
namespace po = boost::program_options;
namespace po_style = boost::program_options::command_line_style;
static po::variables_map vm;
#ifndef VCMI_IOS
void processCommand(const std::string &message);
#endif
void playIntro();
static void mainLoop();
static CBasicLogConfigurator *logConfig;
void init()
{
CStopWatch tmh;
loadDLLClasses();
const_cast<CGameInfo*>(CGI)->setFromLib();
logGlobal->info("Initializing VCMI_Lib: %d ms", tmh.getDiff());
// Debug code to load all maps on start
//ClientCommandManager commandController;
//commandController.processCommand("convert txt", false);
}
static void prog_version()
{
printf("%s\n", GameConstants::VCMI_VERSION.c_str());
std::cout << VCMIDirs::get().genHelpString();
}
static void prog_help(const po::options_description &opts)
{
auto time = std::time(nullptr);
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;
}
#if defined(VCMI_WINDOWS) && !defined(__GNUC__) && defined(VCMI_WITH_DEBUG_CONSOLE)
int wmain(int argc, wchar_t* argv[])
#elif defined(VCMI_MOBILE)
int SDL_main(int argc, char *argv[])
#else
int main(int argc, char * argv[])
#endif
{
#ifdef VCMI_ANDROID
CAndroidVMHelper::initClassloader(SDL_AndroidGetJNIEnv());
// boost will crash without this
setenv("LANG", "C", 1);
#endif
#if !defined(VCMI_MOBILE)
// 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
std::cout << "Starting... " << std::endl;
po::options_description opts("Allowed options");
opts.add_options()
("help,h", "display help and exit")
("version,v", "display version information and exit")
("testmap", po::value<std::string>(), "")
("testsave", po::value<std::string>(), "")
("spectate,s", "enable spectator interface for AI-only games")
("spectate-ignore-hero", "wont follow heroes on adventure map")
("spectate-hero-speed", po::value<int>(), "hero movement speed on adventure map")
("spectate-battle-speed", po::value<int>(), "battle animation speed for spectator")
("spectate-skip-battle", "skip battles in spectator view")
("spectate-skip-battle-result", "skip battle result window")
("onlyAI", "allow one to run without human player, all players will be default AI")
("headless", "runs without GUI, implies --onlyAI")
("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
("oneGoodAI", "puts one default AI and the rest will be EmptyAI")
("autoSkip", "automatically skip turns in GUI")
("disable-video", "disable video player")
("nointro,i", "skips intro movies")
("donotstartserver,d","do not attempt to start server and just connect to it instead server")
("serverport", po::value<si64>(), "override port specified in config file")
("savefrequency", po::value<si64>(), "limit auto save creation to each N days")
("lobby", "parameters address, port, uuid to connect ro remote lobby session")
("lobby-address", po::value<std::string>(), "address to remote lobby")
("lobby-port", po::value<ui16>(), "port to remote lobby")
("lobby-host", "if this client hosts session")
("lobby-uuid", po::value<std::string>(), "uuid to the server")
("lobby-connections", po::value<ui16>(), "connections of server")
("lobby-username", po::value<std::string>(), "player name")
("lobby-gamemode", po::value<ui16>(), "use 0 for new game and 1 for load game")
("uuid", po::value<std::string>(), "uuid for the client");
if(argc > 1)
{
try
{
po::store(po::parse_command_line(argc, argv, opts, po_style::unix_style|po_style::case_insensitive), vm);
}
catch(boost::program_options::error &e)
{
std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
}
}
po::notify(vm);
if(vm.count("help"))
{
prog_help(opts);
#ifdef VCMI_IOS
exit(0);
#else
return 0;
#endif
}
if(vm.count("version"))
{
prog_version();
#ifdef VCMI_IOS
exit(0);
#else
return 0;
#endif
}
// Init old logging system and new (temporary) logging system
CStopWatch total, pomtime;
std::cout.flags(std::ios::unitbuf);
#ifndef VCMI_IOS
console = new CConsoleHandler();
auto callbackFunction = [](std::string buffer, bool calledFromIngameConsole)
{
ClientCommandManager commandController;
commandController.processCommand(buffer, calledFromIngameConsole);
};
*console->cb = callbackFunction;
console->start();
#endif
const boost::filesystem::path logPath = VCMIDirs::get().userLogsPath() / "VCMI_Client_log.txt";
logConfig = new CBasicLogConfigurator(logPath, console);
logConfig->configureDefault();
logGlobal->info("Starting client of '%s'", GameConstants::VCMI_VERSION);
logGlobal->info("Creating console and configuring logger: %d ms", pomtime.getDiff());
logGlobal->info("The log file will be saved to %s", logPath);
// Init filesystem and settings
preinitDLL(::console);
Settings session = settings.write["session"];
auto setSettingBool = [](std::string key, std::string arg) {
Settings s = settings.write(vstd::split(key, "/"));
if(::vm.count(arg))
s->Bool() = true;
else if(s->isNull())
s->Bool() = false;
};
auto setSettingInteger = [](std::string key, std::string arg, si64 defaultValue) {
Settings s = settings.write(vstd::split(key, "/"));
if(::vm.count(arg))
s->Integer() = ::vm[arg].as<si64>();
else if(s->isNull())
s->Integer() = defaultValue;
};
setSettingBool("session/onlyai", "onlyAI");
if(vm.count("headless"))
{
session["headless"].Bool() = true;
session["onlyai"].Bool() = true;
}
else if(vm.count("spectate"))
{
session["spectate"].Bool() = true;
session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero");
session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle");
session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result");
if(vm.count("spectate-hero-speed"))
session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as<int>();
if(vm.count("spectate-battle-speed"))
session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as<int>();
}
// Server settings
setSettingBool("session/donotstartserver", "donotstartserver");
// Init special testing settings
setSettingInteger("session/serverport", "serverport", 0);
setSettingInteger("general/saveFrequency", "savefrequency", 1);
// Initialize logging based on settings
logConfig->configure();
logGlobal->debug("settings = %s", settings.toJsonNode().toJson());
// Some basic data validation to produce better error messages in cases of incorrect install
auto testFile = [](std::string filename, std::string message)
{
if (!CResourceHandler::get()->existsResource(ResourcePath(filename)))
handleFatalError(message, false);
};
testFile("DATA/HELP.TXT", "VCMI requires Heroes III: Shadow of Death or Heroes III: Complete data files to run!");
testFile("MODS/VCMI/MOD.JSON", "VCMI installation is corrupted! Built-in mod was not found!");
testFile("DATA/PLAYERS.PAL", "Heroes III data files are missing or corruped! Please reinstall them.");
testFile("SPRITES/DEFAULT.DEF", "Heroes III data files are missing or corruped! Please reinstall them.");
testFile("DATA/TENTCOLR.TXT", "Heroes III: Restoration of Erathia (including HD Edition) data files are not supported!");
srand ( (unsigned int)time(nullptr) );
if(!settings["session"]["headless"].Bool())
GH.init();
CCS = new CClientState();
CGI = new CGameInfo(); //contains all global informations about game (texts, lodHandlers, map handler etc.)
CSH = new CServerHandler();
// Initialize video
#ifdef DISABLE_VIDEO
CCS->videoh = new CEmptyVideoPlayer();
#else
if (!settings["session"]["headless"].Bool() && !vm.count("disable-video"))
CCS->videoh = new CVideoPlayer();
else
CCS->videoh = new CEmptyVideoPlayer();
#endif
logGlobal->info("\tInitializing video: %d ms", pomtime.getDiff());
if(!settings["session"]["headless"].Bool())
{
//initializing audio
CCS->soundh = new CSoundHandler();
CCS->soundh->init();
CCS->soundh->setVolume((ui32)settings["general"]["sound"].Float());
CCS->musich = new CMusicHandler();
CCS->musich->init();
CCS->musich->setVolume((ui32)settings["general"]["music"].Float());
logGlobal->info("Initializing screen and sound handling: %d ms", pomtime.getDiff());
}
#ifndef VCMI_NO_THREADED_LOAD
//we can properly play intro only in the main thread, so we have to move loading to the separate thread
boost::thread loading([]()
{
setThreadName("initialize");
init();
});
#else
init();
#endif
if(!settings["session"]["headless"].Bool())
{
if(!vm.count("battle") && !vm.count("nointro") && settings["video"]["showIntro"].Bool())
playIntro();
GH.screenHandler().clearScreen();
}
#ifndef VCMI_NO_THREADED_LOAD
#ifdef VCMI_ANDROID // android loads the data quite slowly so we display native progressbar to prevent having only black screen for few seconds
{
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;
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
{
auto 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;
CMM->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_for(boost::chrono::milliseconds(1000));
}
return 0;
}
//plays intro, ends when intro is over or button has been pressed (handles events)
void playIntro()
{
auto audioData = CCS->videoh->getAudio(VideoPath::builtin("3DOLOGO.SMK"));
int sound = CCS->soundh->playSound(audioData);
if(CCS->videoh->openAndPlayVideo(VideoPath::builtin("3DOLOGO.SMK"), 0, 1, true, true))
{
audioData = CCS->videoh->getAudio(VideoPath::builtin("NWCLOGO.SMK"));
sound = CCS->soundh->playSound(audioData);
if (CCS->videoh->openAndPlayVideo(VideoPath::builtin("NWCLOGO.SMK"), 0, 1, true, true))
{
audioData = CCS->videoh->getAudio(VideoPath::builtin("H3INTRO.SMK"));
sound = CCS->soundh->playSound(audioData);
CCS->videoh->openAndPlayVideo(VideoPath::builtin("H3INTRO.SMK"), 0, 1, true, true);
}
}
CCS->soundh->stopSound(sound);
}
static void mainLoop()
{
setThreadName("MainGUI");
while(1) //main SDL events loop
{
GH.input().fetchEvents();
CSH->applyPacksOnLobbyScreen();
GH.renderFrame();
}
}
static void quitApplication()
{
if(!settings["session"]["headless"].Bool())
{
if(CSH->client)
CSH->endGameplay();
}
GH.windows().clear();
CMM.reset();
if(!settings["session"]["headless"].Bool())
{
// cleanup, mostly to remove false leaks from analyzer
if(CCS)
{
CCS->musich->release();
CCS->soundh->release();
delete CCS->consoleh;
delete CCS->curh;
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);
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";
// this method is always called from event/network threads, which keep interface mutex locked
// unlock it here to avoid assertion failure on GH destruction in exit()
GH.interfaceMutex.unlock();
exit(0);
}
void handleQuit(bool ask)
{
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);
}