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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/server/CVCMIServer.cpp
Ivan Savenko 80acd7e77c Simplified and fixed server restart procedure:
- 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)
2024-04-07 14:19:57 +03:00

971 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 "CVCMIServer.h"
#include "CGameHandler.h"
#include "GlobalLobbyProcessor.h"
#include "LobbyNetPackVisitors.h"
#include "processors/PlayerMessageProcessor.h"
#include "../lib/CHeroHandler.h"
#include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
#include "../lib/serializer/CMemorySerializer.h"
#include "../lib/serializer/Connection.h"
// UUID generation
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include <boost/program_options.hpp>
template<typename T> class CApplyOnServer;
class CBaseForServerApply
{
public:
virtual bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const =0;
virtual void applyOnServerAfter(CVCMIServer * srv, CPack * 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, CPack * pack) const override
{
T * ptr = static_cast<T *>(pack);
ClientPermissionsCheckerNetPackVisitor checker(*srv);
ptr->visit(checker);
if(checker.getResult())
{
ApplyOnServerNetPackVisitor applier(*srv);
ptr->visit(applier);
return applier.getResult();
}
else
return false;
}
void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
{
T * ptr = static_cast<T *>(pack);
ApplyOnServerAfterAnnounceNetPackVisitor applier(*srv);
ptr->visit(applier);
}
};
template <>
class CApplyOnServer<CPack> : public CBaseForServerApply
{
public:
bool applyOnServerBefore(CVCMIServer * srv, CPack * pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
return false;
}
void applyOnServerAfter(CVCMIServer * srv, CPack * pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
}
};
class CVCMIServerPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
{
private:
CVCMIServer & handler;
std::shared_ptr<CGameHandler> gh;
public:
CVCMIServerPackVisitor(CVCMIServer & handler, std::shared_ptr<CGameHandler> gh)
:handler(handler), gh(gh)
{
}
bool callTyped() override { return false; }
void visitForLobby(CPackForLobby & packForLobby) override
{
handler.handleReceivedPack(std::unique_ptr<CPackForLobby>(&packForLobby));
}
void visitForServer(CPackForServer & serverPack) override
{
if (gh)
gh->handleReceivedPack(&serverPack);
else
logNetwork->error("Received pack for game server while in lobby!");
}
void visitForClient(CPackForClient & clientPack) override
{
}
};
CVCMIServer::CVCMIServer(uint16_t port, bool connectToLobby, bool runByClient)
: currentClientId(1)
, currentPlayerId(1)
, port(port)
, runByClient(runByClient)
{
uuid = boost::uuids::to_string(boost::uuids::random_generator()());
logNetwork->trace("CVCMIServer created! UUID: %s", uuid);
applier = std::make_shared<CApplier<CBaseForServerApply>>();
registerTypesLobbyPacks(*applier);
networkHandler = INetworkHandler::createHandler();
if(connectToLobby)
lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
else
startAcceptingIncomingConnections();
}
CVCMIServer::~CVCMIServer() = default;
void CVCMIServer::startAcceptingIncomingConnections()
{
logNetwork->info("Port %d will be used", port);
networkServer = networkHandler->createServerTCP(*this);
networkServer->start(port);
logNetwork->info("Listening for connections at port %d", port);
}
void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
{
if(getState() == EServerState::LOBBY)
{
activeConnections.push_back(std::make_shared<CConnection>(connection));
activeConnections.back()->enterLobbyConnectionMode();
}
else
{
// TODO: reconnection support
connection->close();
}
}
void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
{
std::shared_ptr<CConnection> c = findConnection(connection);
auto pack = c->retrievePack(message);
pack->c = c;
CVCMIServerPackVisitor visitor(*this, this->gh);
pack->visit(visitor);
}
void CVCMIServer::setState(EServerState value)
{
if (value == EServerState::SHUTDOWN && state == EServerState::SHUTDOWN)
logGlobal->warn("Attempt to shutdown already shutdown server!");
// do not attempt to restart dying server
assert(state != EServerState::SHUTDOWN || state == value);
state = value;
if (state == EServerState::SHUTDOWN)
networkHandler->stop();
}
EServerState CVCMIServer::getState() const
{
return state;
}
std::shared_ptr<CConnection> CVCMIServer::findConnection(const std::shared_ptr<INetworkConnection> & netConnection)
{
for(const auto & gameConnection : activeConnections)
{
if (gameConnection->isMyConnection(netConnection))
return gameConnection;
}
throw std::runtime_error("Unknown connection received in CVCMIServer::findConnection");
}
bool CVCMIServer::wasStartedByClient() const
{
return runByClient;
}
void CVCMIServer::run()
{
networkHandler->run();
}
void CVCMIServer::onTimer()
{
// we might receive onTimer call after transitioning from GAMEPLAY to LOBBY state, e.g. on game restart
if (getState() != EServerState::GAMEPLAY)
return;
static const auto serverUpdateInterval = std::chrono::milliseconds(100);
auto timeNow = std::chrono::steady_clock::now();
auto timePassedBefore = lastTimerUpdateTime - gameplayStartTime;
auto timePassedNow = timeNow - gameplayStartTime;
lastTimerUpdateTime = timeNow;
auto msPassedBefore = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedBefore);
auto msPassedNow = std::chrono::duration_cast<std::chrono::milliseconds>(timePassedNow);
auto msDelta = msPassedNow - msPassedBefore;
if (msDelta.count())
gh->tick(msDelta.count());
networkHandler->createTimer(*this, serverUpdateInterval);
}
void CVCMIServer::prepareToRestart()
{
if(getState() != EServerState::GAMEPLAY)
{
assert(0);
return;
}
* si = * gh->gs->initialOpts;
si->seedToBeUsed = si->seedPostInit = 0;
setState(EServerState::LOBBY);
if (si->campState)
{
assert(si->campState->currentScenario().has_value());
campaignMap = si->campState->currentScenario().value_or(CampaignScenarioID(0));
campaignBonus = si->campState->getBonusID(campaignMap).value_or(-1);
}
for(auto activeConnection : activeConnections)
activeConnection->enterLobbyConnectionMode();
gh = nullptr;
}
bool CVCMIServer::prepareToStartGame()
{
Load::ProgressAccumulator progressTracking;
Load::Progress current(1);
progressTracking.include(current);
if (lobbyProcessor)
lobbyProcessor->sendGameStarted();
auto progressTrackingThread = boost::thread([this, &progressTracking]()
{
auto currentProgress = std::numeric_limits<Load::Type>::max();
while(!progressTracking.finished())
{
if(progressTracking.get() != currentProgress)
{
//FIXME: UNGUARDED MULTITHREADED ACCESS!!!
currentProgress = progressTracking.get();
std::unique_ptr<LobbyLoadProgress> loadProgress(new LobbyLoadProgress);
loadProgress->progress = currentProgress;
announcePack(std::move(loadProgress));
}
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
});
gh = std::make_shared<CGameHandler>(this);
switch(si->mode)
{
case EStartMode::CAMPAIGN:
logNetwork->info("Preparing to start new campaign");
si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
si->fileURI = mi->fileURI;
si->campState->setCurrentMap(campaignMap);
si->campState->setCurrentMapBonus(campaignBonus);
gh->init(si.get(), progressTracking);
break;
case EStartMode::NEW_GAME:
logNetwork->info("Preparing to start new game");
si->startTimeIso8601 = vstd::getDateTimeISO8601Basic(std::time(nullptr));
si->fileURI = mi->fileURI;
gh->init(si.get(), progressTracking);
break;
case EStartMode::LOAD_GAME:
logNetwork->info("Preparing to start loaded game");
if(!gh->load(si->mapname))
{
current.finish();
progressTrackingThread.join();
return false;
}
break;
default:
logNetwork->error("Wrong mode in StartInfo!");
assert(0);
break;
}
current.finish();
progressTrackingThread.join();
return true;
}
void CVCMIServer::startGameImmediately()
{
for(auto activeConnection : activeConnections)
activeConnection->enterGameplayConnectionMode(gh->gs);
gh->start(si->mode == EStartMode::LOAD_GAME);
setState(EServerState::GAMEPLAY);
lastTimerUpdateTime = gameplayStartTime = std::chrono::steady_clock::now();
onTimer();
}
void CVCMIServer::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
{
logNetwork->error("Network error receiving a pack. Connection has been closed");
std::shared_ptr<CConnection> c = findConnection(connection);
vstd::erase(activeConnections, c);
if(activeConnections.empty() || hostClientId == c->connectionID)
{
setState(EServerState::SHUTDOWN);
return;
}
if(gh && getState() == EServerState::GAMEPLAY)
{
gh->handleClientDisconnection(c);
auto lcd = std::make_unique<LobbyClientDisconnected>();
lcd->c = c;
lcd->clientId = c->connectionID;
handleReceivedPack(std::move(lcd));
}
}
void CVCMIServer::handleReceivedPack(std::unique_ptr<CPackForLobby> pack)
{
CBaseForServerApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()));
if(apply->applyOnServerBefore(this, pack.get()))
announcePack(std::move(pack));
}
void CVCMIServer::announcePack(std::unique_ptr<CPackForLobby> pack)
{
for(auto activeConnection : activeConnections)
{
// FIXME: we need to avoid sending 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;
activeConnection->sendPack(pack.get());
}
applier->getApplier(CTypeList::getInstance().getTypeID(pack.get()))->applyOnServerAfter(this, pack.get());
}
void CVCMIServer::announceMessage(const std::string & txt)
{
logNetwork->info("Show message: %s", txt);
auto cm = std::make_unique<LobbyShowMessage>();
cm->message = txt;
announcePack(std::move(cm));
}
void CVCMIServer::announceTxt(const std::string & txt, const std::string & playerName)
{
logNetwork->info("%s says: %s", playerName, txt);
auto cm = std::make_unique<LobbyChatMessage>();
cm->playerName = playerName;
cm->message = txt;
announcePack(std::move(cm));
}
bool CVCMIServer::passHost(int toConnectionId)
{
for(auto activeConnection : activeConnections)
{
if(isClientHost(activeConnection->connectionID))
continue;
if(activeConnection->connectionID != toConnectionId)
continue;
hostClientId = activeConnection->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, const std::string & uuid, EStartMode mode)
{
assert(getState() == EServerState::LOBBY);
c->connectionID = currentClientId++;
if(hostClientId == -1)
{
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> connection)
{
connection->getConnection()->close();
vstd::erase(activeConnections, connection);
// PlayerReinitInterface startAiPack;
// startAiPack.playerConnectionId = PlayerSettings::PLAYER_AI;
//
// for(auto it = playerNames.begin(); it != playerNames.end();)
// {
// if(it->second.connection != c->connectionID)
// {
// ++it;
// continue;
// }
//
// int id = it->first;
// std::string playerLeftMsgText = boost::str(boost::format("%s (pid %d cid %d) left the game") % id % playerNames[id].name % c->connectionID);
// announceTxt(playerLeftMsgText); //send lobby text, it will be ignored for non-lobby clients
// auto * playerSettings = si->getPlayersSettings(id);
// if(!playerSettings)
// {
// ++it;
// continue;
// }
//
// it = playerNames.erase(it);
// setPlayerConnectedId(*playerSettings, PlayerSettings::PLAYER_AI);
//
// if(gh && si && state == EServerState::GAMEPLAY)
// {
// gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
// // gh->connections[playerSettings->color].insert(hostClient);
// startAiPack.players.push_back(playerSettings->color);
// }
// }
//
// if(!startAiPack.players.empty())
// gh->sendAndApply(&startAiPack);
}
void CVCMIServer::reconnectPlayer(int connId)
{
PlayerReinitInterface startAiPack;
startAiPack.playerConnectionId = connId;
if(gh && si && getState() == EServerState::GAMEPLAY)
{
for(auto it = playerNames.begin(); it != playerNames.end(); ++it)
{
if(it->second.connection != connId)
continue;
int id = it->first;
auto * playerSettings = si->getPlayersSettings(id);
if(!playerSettings)
continue;
std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
startAiPack.players.push_back(playerSettings->color);
}
if(!startAiPack.players.empty())
gh->sendAndApply(&startAiPack);
}
}
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 = 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;
}