mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
80acd7e77c
- Replaced several assertions with runtime_error's to detect them in release builds - Removed multiple dispatchMainThread calls in server shutdown code to simplify debugging and code flow - Moved handling of gameplay shutdown and score calculation from PlayerInterface to ServerHandler (not perfect, but better than before)
971 lines
26 KiB
C++
971 lines
26 KiB
C++
/*
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* CVCMIServer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CVCMIServer.h"
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#include "CGameHandler.h"
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#include "GlobalLobbyProcessor.h"
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#include "LobbyNetPackVisitors.h"
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#include "processors/PlayerMessageProcessor.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
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#include "../lib/serializer/CMemorySerializer.h"
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#include "../lib/serializer/Connection.h"
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// UUID generation
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#include <boost/uuid/uuid.hpp>
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#include <boost/uuid/uuid_io.hpp>
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#include <boost/uuid/uuid_generators.hpp>
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#include <boost/program_options.hpp>
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template<typename T> class CApplyOnServer;
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class CBaseForServerApply
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{
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public:
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virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
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virtual void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const =0;
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virtual ~CBaseForServerApply() {}
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template<typename U> static CBaseForServerApply * getApplier(const U * t = nullptr)
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{
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return new CApplyOnServer<U>();
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}
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};
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template <typename T> class CApplyOnServer : public CBaseForServerApply
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{
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public:
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bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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ClientPermissionsCheckerNetPackVisitor checker(*srv);
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ptr->visit(checker);
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if(checker.getResult())
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{
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ApplyOnServerNetPackVisitor applier(*srv);
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ptr->visit(applier);
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return applier.getResult();
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}
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else
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return false;
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}
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void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
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ptr->visit(applier);
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}
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};
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template <>
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class CApplyOnServer<CPack> : public CBaseForServerApply
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{
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public:
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bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
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{
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logGlobal->error("Cannot apply plain CPack!");
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assert(0);
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return false;
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}
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void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
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{
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logGlobal->error("Cannot apply plain CPack!");
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assert(0);
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}
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};
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class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
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{
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private:
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CVCMIServer & handler;
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std::shared_ptr<CGameHandler> gh;
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public:
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CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
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:handler(handler), gh(gh)
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{
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}
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bool callTyped() override { return false; }
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void visitForLobby(CPackForLobby & packForLobby) override
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{
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handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
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}
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void visitForServer(CPackForServer & serverPack) override
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{
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if (gh)
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gh->handleReceivedPack(&serverPack);
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else
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logNetwork->error("Received pack for game server while in lobby!");
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}
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void visitForClient(CPackForClient & clientPack) override
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{
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}
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};
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CVCMIServer::CVCMIServer(uint16_t port, bool connectToLobby, bool runByClient)
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: currentClientId(1)
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, currentPlayerId(1)
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, port(port)
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, runByClient(runByClient)
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{
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uuid = boost::uuids::to_string(boost::uuids::random_generator()());
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logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
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applier = std::make_shared<CApplier<CBaseForServerApply>>();
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registerTypesLobbyPacks(*applier);
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networkHandler = INetworkHandler::createHandler();
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if(connectToLobby)
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lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
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else
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startAcceptingIncomingConnections();
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}
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CVCMIServer::~CVCMIServer() = default;
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void CVCMIServer::startAcceptingIncomingConnections()
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{
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logNetwork->info("Port %d will be used", port);
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networkServer = networkHandler->createServerTCP(*this);
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networkServer->start(port);
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logNetwork->info("Listening for connections at port %d", port);
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}
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void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
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{
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if(getState() == EServerState::LOBBY)
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{
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activeConnections.push_back(std::make_shared<CConnection>(connection));
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activeConnections.back()->enterLobbyConnectionMode();
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}
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else
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{
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// TODO: reconnection support
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connection->close();
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}
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}
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void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
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{
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std::shared_ptr<CConnection> c = findConnection(connection);
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auto pack = c->retrievePack(message);
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pack->c = c;
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CVCMIServerPackVisitor visitor(*this, this->gh);
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pack->visit(visitor);
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}
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void CVCMIServer::setState(EServerState value)
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{
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if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
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logGlobal->warn("Attempt to shutdown already shutdown server!");
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// do not attempt to restart dying server
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assert(state != EServerState::SHUTDOWN || state == value);
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state = value;
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if (state == EServerState::SHUTDOWN)
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networkHandler->stop();
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}
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EServerState CVCMIServer::getState() const
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{
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return state;
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}
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std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
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{
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for(const auto & gameConnection : activeConnections)
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{
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if (gameConnection->isMyConnection(netConnection))
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return gameConnection;
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}
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throw std::runtime_error("Unknown connection received in CVCMIServer::findConnection");
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}
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bool CVCMIServer::wasStartedByClient() const
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{
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return runByClient;
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}
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void CVCMIServer::run()
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{
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networkHandler->run();
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}
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void CVCMIServer::onTimer()
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{
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// we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
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if (getState() != EServerState::GAMEPLAY)
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return;
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static const auto serverUpdateInterval = std::chrono::milliseconds(100);
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auto timeNow = std::chrono::steady_clock::now();
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auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
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auto timePassedNow = timeNow - gameplayStartTime;
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lastTimerUpdateTime = timeNow;
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auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
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auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
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auto msDelta = msPassedNow - msPassedBefore;
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if (msDelta.count())
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gh->tick(msDelta.count());
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networkHandler->createTimer(*this, serverUpdateInterval);
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}
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void CVCMIServer::prepareToRestart()
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{
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if(getState() != EServerState::GAMEPLAY)
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{
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assert(0);
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return;
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}
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* si = * gh->gs->initialOpts;
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si->seedToBeUsed = si->seedPostInit = 0;
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setState(EServerState::LOBBY);
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if (si->campState)
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{
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assert(si->campState->currentScenario().has_value());
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campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
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campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
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}
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for(auto activeConnection : activeConnections)
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activeConnection->enterLobbyConnectionMode();
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gh = nullptr;
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}
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bool CVCMIServer::prepareToStartGame()
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{
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Load::ProgressAccumulator progressTracking;
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Load::Progress current(1);
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progressTracking.include(current);
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if (lobbyProcessor)
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lobbyProcessor->sendGameStarted();
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auto progressTrackingThread = boost::thread([this, &progressTracking]()
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{
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auto currentProgress = std::numeric_limits<Load::Type>::max();
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while(!progressTracking.finished())
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{
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if(progressTracking.get() != currentProgress)
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{
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//FIXME: UNGUARDED MULTITHREADED ACCESS!!!
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currentProgress = progressTracking.get();
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std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
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loadProgress->progress = currentProgress;
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announcePack(std::move(loadProgress));
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}
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boost::this_thread::sleep(boost::posix_time::milliseconds(50));
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}
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});
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gh = std::make_shared<CGameHandler>(this);
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switch(si->mode)
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{
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case EStartMode::CAMPAIGN:
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logNetwork->info("Preparing to start new campaign");
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si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
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si->fileURI = mi->fileURI;
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si->campState->setCurrentMap(campaignMap);
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si->campState->setCurrentMapBonus(campaignBonus);
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gh->init(si.get(), progressTracking);
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break;
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case EStartMode::NEW_GAME:
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logNetwork->info("Preparing to start new game");
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si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
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si->fileURI = mi->fileURI;
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gh->init(si.get(), progressTracking);
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break;
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case EStartMode::LOAD_GAME:
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logNetwork->info("Preparing to start loaded game");
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if(!gh->load(si->mapname))
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{
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current.finish();
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progressTrackingThread.join();
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return false;
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}
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break;
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default:
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logNetwork->error("Wrong mode in StartInfo!");
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assert(0);
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break;
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}
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current.finish();
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progressTrackingThread.join();
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return true;
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}
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void CVCMIServer::startGameImmediately()
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{
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for(auto activeConnection : activeConnections)
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activeConnection->enterGameplayConnectionMode(gh->gs);
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gh->start(si->mode == EStartMode::LOAD_GAME);
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setState(EServerState::GAMEPLAY);
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lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
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onTimer();
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}
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void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
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{
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logNetwork->error("Network error receiving a pack. Connection has been closed");
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std::shared_ptr<CConnection> c = findConnection(connection);
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vstd::erase(activeConnections, c);
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if(activeConnections.empty() || hostClientId == c->connectionID)
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{
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setState(EServerState::SHUTDOWN);
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return;
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}
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if(gh && getState() == EServerState::GAMEPLAY)
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{
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gh->handleClientDisconnection(c);
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auto lcd = std::make_unique<LobbyClientDisconnected>();
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lcd->c = c;
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lcd->clientId = c->connectionID;
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handleReceivedPack(std::move(lcd));
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}
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}
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void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
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{
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CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
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if(apply->applyOnServerBefore(this, pack.get()))
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announcePack(std::move(pack));
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}
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void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
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{
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for(auto activeConnection : activeConnections)
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{
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// FIXME: we need to avoid sending something to client that not yet get answer for LobbyClientConnected
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// Until UUID set we only pass LobbyClientConnected to this client
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//if(c->uuid == uuid && !dynamic_cast<LobbyClientConnected *>(pack.get()))
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// continue;
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activeConnection->sendPack(pack.get());
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}
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applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
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}
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void CVCMIServer::announceMessage(const std::string & txt)
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{
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logNetwork->info("Show message: %s", txt);
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auto cm = std::make_unique<LobbyShowMessage>();
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cm->message = txt;
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announcePack(std::move(cm));
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}
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void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
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{
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logNetwork->info("%s says: %s", playerName, txt);
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auto cm = std::make_unique<LobbyChatMessage>();
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cm->playerName = playerName;
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cm->message = txt;
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announcePack(std::move(cm));
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}
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bool CVCMIServer::passHost(int toConnectionId)
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{
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for(auto activeConnection : activeConnections)
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{
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if(isClientHost(activeConnection->connectionID))
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continue;
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if(activeConnection->connectionID != toConnectionId)
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continue;
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hostClientId = activeConnection->connectionID;
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announceTxt(boost::str(boost::format("Pass host to connection %d") % toConnectionId));
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return true;
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}
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return false;
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}
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void CVCMIServer::clientConnected(std::shared_ptr<CConnection> c, std::vector<std::string> & names, const std::string & uuid, EStartMode mode)
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{
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assert(getState() == EServerState::LOBBY);
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c->connectionID = currentClientId++;
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if(hostClientId == -1)
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{
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hostClientId = c->connectionID;
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si->mode = mode;
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}
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logNetwork->info("Connection with client %d established. UUID: %s", c->connectionID, c->uuid);
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for(auto & name : names)
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{
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logNetwork->info("Client %d player: %s", c->connectionID, name);
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ui8 id = currentPlayerId++;
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ClientPlayer cp;
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cp.connection = c->connectionID;
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cp.name = name;
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playerNames.insert(std::make_pair(id, cp));
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announceTxt(boost::str(boost::format("%s (pid %d cid %d) joins the game") % name % id % c->connectionID));
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//put new player in first slot with AI
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for(auto & elem : si->playerInfos)
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{
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if(elem.second.isControlledByAI() && !elem.second.compOnly)
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{
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setPlayerConnectedId(elem.second, id);
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break;
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}
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}
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}
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}
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void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> connection)
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{
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connection->getConnection()->close();
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vstd::erase(activeConnections, connection);
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// PlayerReinitInterface startAiPack;
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// startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
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//
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// for(auto it = playerNames.begin(); it != playerNames.end();)
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// {
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// if(it->second.connection != c->connectionID)
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// {
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// ++it;
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// continue;
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// }
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//
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// int id = it->first;
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// std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
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// announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
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// auto * playerSettings = si->getPlayersSettings(id);
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// if(!playerSettings)
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// {
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// ++it;
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// continue;
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// }
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//
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// it = playerNames.erase(it);
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// setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
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//
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// if(gh && si && state == EServerState::GAMEPLAY)
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// {
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// gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
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// // gh->connections[playerSettings->color].insert(hostClient);
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// startAiPack.players.push_back(playerSettings->color);
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// }
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// }
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//
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// if(!startAiPack.players.empty())
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// gh->sendAndApply(&startAiPack);
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}
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void CVCMIServer::reconnectPlayer(int connId)
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{
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PlayerReinitInterface startAiPack;
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startAiPack.playerConnectionId = connId;
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if(gh && si && getState() == EServerState::GAMEPLAY)
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{
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for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
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{
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if(it->second.connection != connId)
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continue;
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int id = it->first;
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auto * playerSettings = si->getPlayersSettings(id);
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if(!playerSettings)
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continue;
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std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
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gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
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startAiPack.players.push_back(playerSettings->color);
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}
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if(!startAiPack.players.empty())
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gh->sendAndApply(&startAiPack);
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}
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}
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void CVCMIServer::setPlayerConnectedId(PlayerSettings & pset, ui8 player) const
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{
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if(vstd::contains(playerNames, player))
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pset.name = playerNames.find(player)->second.name;
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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 = EStartMode::LOAD_GAME;
|
|
if(si->campState)
|
|
campaignMap = si->campState->currentScenario().value();
|
|
|
|
for(auto & ps : si->playerInfos)
|
|
{
|
|
if(!ps.second.compOnly && ps.second.connectedPlayerIDs.size() && namesIt != playerNames.cend())
|
|
{
|
|
setPlayerConnectedId(ps.second, namesIt++->first);
|
|
}
|
|
else
|
|
{
|
|
setPlayerConnectedId(ps.second, PlayerSettings::PLAYER_AI);
|
|
}
|
|
}
|
|
}
|
|
else if(si->mode == EStartMode::NEW_GAME || si->mode == EStartMode::CAMPAIGN)
|
|
{
|
|
if(mi->campaign)
|
|
return;
|
|
|
|
for(int i = 0; i < mi->mapHeader->players.size(); i++)
|
|
{
|
|
const PlayerInfo & pinfo = mi->mapHeader->players[i];
|
|
|
|
//neither computer nor human can play - no player
|
|
if(!(pinfo.canHumanPlay || pinfo.canComputerPlay))
|
|
continue;
|
|
|
|
PlayerSettings & pset = si->playerInfos[PlayerColor(i)];
|
|
pset.color = PlayerColor(i);
|
|
if(pinfo.canHumanPlay && namesIt != playerNames.cend())
|
|
{
|
|
setPlayerConnectedId(pset, namesIt++->first);
|
|
}
|
|
else
|
|
{
|
|
setPlayerConnectedId(pset, PlayerSettings::PLAYER_AI);
|
|
if(!pinfo.canHumanPlay)
|
|
{
|
|
pset.compOnly = true;
|
|
}
|
|
}
|
|
|
|
pset.castle = pinfo.defaultCastle();
|
|
pset.hero = pinfo.defaultHero();
|
|
|
|
if(pset.hero != HeroTypeID::RANDOM && pinfo.hasCustomMainHero())
|
|
{
|
|
pset.hero = pinfo.mainCustomHeroId;
|
|
pset.heroNameTextId = pinfo.mainCustomHeroNameTextId;
|
|
pset.heroPortrait = pinfo.mainCustomHeroPortrait;
|
|
}
|
|
|
|
pset.handicap = PlayerSettings::NO_HANDICAP;
|
|
}
|
|
|
|
if(mi->isRandomMap && mapGenOpts)
|
|
si->mapGenOptions = std::shared_ptr<CMapGenOptions>(mapGenOpts);
|
|
else
|
|
si->mapGenOptions.reset();
|
|
}
|
|
|
|
if (lobbyProcessor)
|
|
{
|
|
std::string roomDescription;
|
|
|
|
if (si->mapGenOptions)
|
|
{
|
|
if (si->mapGenOptions->getMapTemplate())
|
|
roomDescription = si->mapGenOptions->getMapTemplate()->getName();
|
|
// else - no template selected.
|
|
// TODO: handle this somehow?
|
|
}
|
|
else
|
|
roomDescription = mi->getNameTranslated();
|
|
|
|
lobbyProcessor->sendChangeRoomDescription(roomDescription);
|
|
}
|
|
|
|
si->mapname = mi->fileURI;
|
|
}
|
|
|
|
void CVCMIServer::updateAndPropagateLobbyState()
|
|
{
|
|
// Update player settings for RMG
|
|
// TODO: find appropriate location for this code
|
|
if(si->mapGenOptions && si->mode == EStartMode::NEW_GAME)
|
|
{
|
|
for(const auto & psetPair : si->playerInfos)
|
|
{
|
|
const auto & pset = psetPair.second;
|
|
si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
|
|
si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
|
|
if(pset.isControlledByHuman())
|
|
{
|
|
si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
|
|
}
|
|
}
|
|
}
|
|
|
|
auto lus = std::make_unique<LobbyUpdateState>();
|
|
lus->state = *this;
|
|
announcePack(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::setPlayerName(PlayerColor color, std::string name)
|
|
{
|
|
if(color == PlayerColor::CANNOT_DETERMINE)
|
|
return;
|
|
|
|
PlayerSettings & player = si->playerInfos.at(color);
|
|
|
|
if(!player.isControlledByHuman())
|
|
return;
|
|
|
|
if(player.connectedPlayerIDs.empty())
|
|
return;
|
|
|
|
int nameID = *(player.connectedPlayerIDs.begin()); //if not AI - set appropiate ID
|
|
|
|
playerNames[nameID].name = name;
|
|
setPlayerConnectedId(player, nameID);
|
|
}
|
|
|
|
void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
FactionID & cur = s.castle;
|
|
auto & allowed = getPlayerInfo(player).allowedFactions;
|
|
const bool allowRandomTown = getPlayerInfo(player).isFactionRandom;
|
|
|
|
if(cur == FactionID::NONE) //no change
|
|
return;
|
|
|
|
if(cur == FactionID::RANDOM) //first/last available
|
|
{
|
|
if(dir > 0)
|
|
cur = *allowed.begin(); //id of first town
|
|
else
|
|
cur = *allowed.rbegin(); //id of last town
|
|
|
|
}
|
|
else // next/previous available
|
|
{
|
|
if((cur == *allowed.begin() && dir < 0) || (cur == *allowed.rbegin() && dir > 0))
|
|
{
|
|
if(allowRandomTown)
|
|
{
|
|
cur = FactionID::RANDOM;
|
|
}
|
|
else
|
|
{
|
|
if(dir > 0)
|
|
cur = *allowed.begin();
|
|
else
|
|
cur = *allowed.rbegin();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
|
|
auto iter = allowed.find(cur);
|
|
std::advance(iter, dir);
|
|
cur = *iter;
|
|
}
|
|
}
|
|
|
|
if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
|
|
{
|
|
s.hero = HeroTypeID::RANDOM;
|
|
}
|
|
if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
|
|
s.bonus = PlayerStartingBonus::RANDOM;
|
|
}
|
|
|
|
void CVCMIServer::optionSetCastle(PlayerColor player, FactionID id)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
FactionID & cur = s.castle;
|
|
auto & allowed = getPlayerInfo(player).allowedFactions;
|
|
|
|
if(cur == FactionID::NONE) //no change
|
|
return;
|
|
|
|
if(allowed.find(id) == allowed.end() && id != FactionID::RANDOM) // valid id
|
|
return;
|
|
|
|
cur = static_cast<FactionID>(id);
|
|
|
|
if(s.hero.isValid() && !getPlayerInfo(player).hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
|
|
{
|
|
s.hero = HeroTypeID::RANDOM;
|
|
}
|
|
if(!cur.isValid() && s.bonus == PlayerStartingBonus::RESOURCE)
|
|
s.bonus = PlayerStartingBonus::RANDOM;
|
|
}
|
|
|
|
void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
|
|
{
|
|
campaignMap = mapId;
|
|
si->difficulty = si->campState->scenario(mapId).difficulty;
|
|
campaignBonus = -1;
|
|
updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
|
|
}
|
|
|
|
void CVCMIServer::setCampaignBonus(int bonusId)
|
|
{
|
|
campaignBonus = bonusId;
|
|
|
|
const CampaignScenario & scenario = si->campState->scenario(campaignMap);
|
|
const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
|
|
if(bonDescs[bonusId].type == CampaignBonusType::HERO)
|
|
{
|
|
for(auto & elem : si->playerInfos)
|
|
{
|
|
if(elem.first == PlayerColor(bonDescs[bonusId].info1))
|
|
setPlayerConnectedId(elem.second, 1);
|
|
else
|
|
setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CVCMIServer::optionNextHero(PlayerColor player, int dir)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
|
|
return;
|
|
|
|
if(s.hero == HeroTypeID::RANDOM) // first/last available
|
|
{
|
|
if (dir > 0)
|
|
s.hero = nextAllowedHero(player, HeroTypeID(-1), dir);
|
|
else
|
|
s.hero = nextAllowedHero(player, HeroTypeID(VLC->heroh->size()), dir);
|
|
}
|
|
else
|
|
{
|
|
s.hero = nextAllowedHero(player, s.hero, dir);
|
|
}
|
|
}
|
|
|
|
void CVCMIServer::optionSetHero(PlayerColor player, HeroTypeID id)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
if(!s.castle.isValid() || s.hero == HeroTypeID::NONE)
|
|
return;
|
|
|
|
if(id == HeroTypeID::RANDOM)
|
|
{
|
|
s.hero = HeroTypeID::RANDOM;
|
|
}
|
|
if(canUseThisHero(player, id))
|
|
s.hero = static_cast<HeroTypeID>(id);
|
|
}
|
|
|
|
HeroTypeID CVCMIServer::nextAllowedHero(PlayerColor player, HeroTypeID initial, int direction)
|
|
{
|
|
HeroTypeID first(initial.getNum() + direction);
|
|
|
|
if(direction > 0)
|
|
{
|
|
for (auto i = first; i.getNum() < VLC->heroh->size(); ++i)
|
|
if(canUseThisHero(player, i))
|
|
return i;
|
|
}
|
|
else
|
|
{
|
|
for (auto i = first; i.getNum() >= 0; --i)
|
|
if(canUseThisHero(player, i))
|
|
return i;
|
|
}
|
|
return HeroTypeID::RANDOM;
|
|
}
|
|
|
|
void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
PlayerStartingBonus & ret = s.bonus = static_cast<PlayerStartingBonus>(static_cast<int>(s.bonus) + dir);
|
|
|
|
if(s.hero == HeroTypeID::NONE &&
|
|
!getPlayerInfo(player).heroesNames.size() &&
|
|
ret == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
|
|
{
|
|
if(dir < 0)
|
|
ret = PlayerStartingBonus::RANDOM;
|
|
else
|
|
ret = PlayerStartingBonus::GOLD;
|
|
}
|
|
|
|
if(ret > PlayerStartingBonus::RESOURCE)
|
|
ret = PlayerStartingBonus::RANDOM;
|
|
if(ret < PlayerStartingBonus::RANDOM)
|
|
ret = PlayerStartingBonus::RESOURCE;
|
|
|
|
if(s.castle == FactionID::RANDOM && ret == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
|
|
{
|
|
if(dir < 0)
|
|
ret = PlayerStartingBonus::GOLD;
|
|
else
|
|
ret = PlayerStartingBonus::RANDOM;
|
|
}
|
|
}
|
|
|
|
void CVCMIServer::optionSetBonus(PlayerColor player, PlayerStartingBonus id)
|
|
{
|
|
PlayerSettings & s = si->playerInfos[player];
|
|
|
|
if(s.hero == HeroTypeID::NONE &&
|
|
!getPlayerInfo(player).heroesNames.size() &&
|
|
id == PlayerStartingBonus::ARTIFACT) //no hero - can't be artifact
|
|
return;
|
|
|
|
if(id > PlayerStartingBonus::RESOURCE)
|
|
return;
|
|
if(id < PlayerStartingBonus::RANDOM)
|
|
return;
|
|
|
|
if(s.castle == FactionID::RANDOM && id == PlayerStartingBonus::RESOURCE) //random castle - can't be resource
|
|
return;
|
|
|
|
s.bonus = id;
|
|
}
|
|
|
|
bool CVCMIServer::canUseThisHero(PlayerColor player, HeroTypeID ID)
|
|
{
|
|
return VLC->heroh->size() > ID
|
|
&& si->playerInfos[player].castle == VLC->heroh->objects[ID]->heroClass->faction
|
|
&& !vstd::contains(getUsedHeroes(), ID)
|
|
&& mi->mapHeader->allowedHeroes.count(ID);
|
|
}
|
|
|
|
std::vector<HeroTypeID> CVCMIServer::getUsedHeroes()
|
|
{
|
|
std::vector<HeroTypeID> heroIds;
|
|
for(auto & p : si->playerInfos)
|
|
{
|
|
const auto & heroes = getPlayerInfo(p.first).heroesNames;
|
|
for(auto & hero : heroes)
|
|
if(hero.heroId >= 0) //in VCMI map format heroId = -1 means random hero
|
|
heroIds.push_back(hero.heroId);
|
|
|
|
if(p.second.hero != HeroTypeID::RANDOM)
|
|
heroIds.push_back(p.second.hero);
|
|
}
|
|
return heroIds;
|
|
}
|
|
|
|
ui8 CVCMIServer::getIdOfFirstUnallocatedPlayer() const
|
|
{
|
|
for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
|
|
{
|
|
if(!si->getPlayersSettings(i->first))
|
|
return i->first;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
INetworkHandler & CVCMIServer::getNetworkHandler()
|
|
{
|
|
return *networkHandler;
|
|
}
|