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vcmi/client/CServerHandler.cpp
2024-01-19 23:52:28 +02:00

980 lines
24 KiB
C++

/*
* CServerHandler.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 "CServerHandler.h"
#include "Client.h"
#include "CGameInfo.h"
#include "CPlayerInterface.h"
#include "gui/CGuiHandler.h"
#include "gui/WindowHandler.h"
#include "globalLobby/GlobalLobbyClient.h"
#include "lobby/CSelectionBase.h"
#include "lobby/CLobbyScreen.h"
#include "windows/InfoWindows.h"
#include "mainmenu/CMainMenu.h"
#include "mainmenu/CPrologEpilogVideo.h"
#include "mainmenu/CHighScoreScreen.h"
#ifdef VCMI_ANDROID
#include "../lib/CAndroidVMHelper.h"
#elif defined(VCMI_IOS)
#include "ios/utils.h"
#include <dispatch/dispatch.h>
#endif
#ifdef SINGLE_PROCESS_APP
#include "../server/CVCMIServer.h"
#endif
#include "../lib/CConfigHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CThreadHelper.h"
#include "../lib/StartInfo.h"
#include "../lib/TurnTimerInfo.h"
#include "../lib/VCMIDirs.h"
#include "../lib/campaign/CampaignState.h"
#include "../lib/mapping/CMapInfo.h"
#include "../lib/mapObjects/MiscObjects.h"
#include "../lib/modding/ModIncompatibility.h"
#include "../lib/rmg/CMapGenOptions.h"
#include "../lib/serializer/Connection.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/registerTypes/RegisterTypesLobbyPacks.h"
#include "../lib/serializer/CMemorySerializer.h"
#include "../lib/UnlockGuard.h"
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include "../lib/serializer/Cast.h"
#include "LobbyClientNetPackVisitors.h"
#include <vcmi/events/EventBus.h>
#ifdef VCMI_WINDOWS
#include <windows.h>
#endif
template<typename T> class CApplyOnLobby;
#if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
extern std::atomic_bool androidTestServerReadyFlag;
#endif
class CBaseForLobbyApply
{
public:
virtual bool applyOnLobbyHandler(CServerHandler * handler, CPackForLobby & pack) const = 0;
virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & pack) const = 0;
virtual ~CBaseForLobbyApply(){};
template<typename U> static CBaseForLobbyApply * getApplier(const U * t = nullptr)
{
return new CApplyOnLobby<U>();
}
};
template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
{
public:
bool applyOnLobbyHandler(CServerHandler * handler, CPackForLobby & pack) const override
{
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
T & ptr = static_cast<T &>(pack);
ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
logNetwork->trace("\tImmediately apply on lobby: %s", typeid(ptr).name());
ptr.visit(visitor);
return visitor.getResult();
}
void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & pack) const override
{
T & ptr = static_cast<T &>(pack);
ApplyOnLobbyScreenNetPackVisitor visitor(*handler, lobby);
logNetwork->trace("\tApply on lobby from queue: %s", typeid(ptr).name());
ptr.visit(visitor);
}
};
template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
{
public:
bool applyOnLobbyHandler(CServerHandler * handler, CPackForLobby & pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
return false;
}
void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, CPackForLobby & pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
}
};
static const std::string NAME_AFFIX = "client";
static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
CServerHandler::~CServerHandler()
{
networkHandler->stop();
threadNetwork->join();
}
CServerHandler::CServerHandler()
: state(EClientState::NONE)
, networkHandler(INetworkHandler::createHandler())
, networkClient(networkHandler->createClientTCP(*this))
, applier(std::make_unique<CApplier<CBaseForLobbyApply>>())
, lobbyClient(std::make_unique<GlobalLobbyClient>(networkHandler))
, client(nullptr)
, loadMode(0)
, campaignStateToSend(nullptr)
, campaignServerRestartLock(false)
{
uuid = boost::uuids::to_string(boost::uuids::random_generator()());
registerTypesLobbyPacks(*applier);
threadNetwork = std::make_unique<boost::thread>(&CServerHandler::threadRunNetwork, this);
}
void CServerHandler::threadRunNetwork()
{
logGlobal->info("Starting network thread");
setThreadName("runNetwork");
networkHandler->run();
logGlobal->info("Ending network thread");
}
void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
{
hostClientId = -1;
state = EClientState::NONE;
mapToStart = nullptr;
th = std::make_unique<CStopWatch>();
c.reset();
si = std::make_shared<StartInfo>();
playerNames.clear();
si->difficulty = 1;
si->mode = mode;
myNames.clear();
if(names && !names->empty()) //if have custom set of player names - use it
myNames = *names;
else
myNames.push_back(settings["general"]["playerName"].String());
}
GlobalLobbyClient & CServerHandler::getGlobalLobby()
{
return *lobbyClient;
}
void CServerHandler::startLocalServerAndConnect(bool connectToLobby)
{
if(threadRunLocalServer)
threadRunLocalServer->join();
th->update();
#if defined(SINGLE_PROCESS_APP)
boost::condition_variable cond;
std::vector<std::string> args{"--port=" + std::to_string(getLocalPort())};
if(connectToLobby)
args.push_back("--lobby");
threadRunLocalServer = std::make_unique<boost::thread>([&cond, args, this] {
setThreadName("CVCMIServer");
CVCMIServer::create(&cond, args);
onServerFinished();
});
threadRunLocalServer->detach();
#elif defined(VCMI_ANDROID)
{
CAndroidVMHelper envHelper;
envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
}
#else
threadRunLocalServer = std::make_unique<boost::thread>(&CServerHandler::threadRunServer, this, connectToLobby); //runs server executable;
#endif
logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
th->update();
#ifdef SINGLE_PROCESS_APP
{
#ifdef VCMI_IOS
dispatch_sync(dispatch_get_main_queue(), ^{
iOS_utils::showLoadingIndicator();
});
#endif
boost::mutex m;
boost::unique_lock<boost::mutex> lock{m};
logNetwork->info("waiting for server");
cond.wait(lock);
logNetwork->info("server is ready");
#ifdef VCMI_IOS
dispatch_sync(dispatch_get_main_queue(), ^{
iOS_utils::hideLoadingIndicator();
});
#endif
}
#elif defined(VCMI_ANDROID)
logNetwork->info("waiting for server");
while(!androidTestServerReadyFlag.load())
{
logNetwork->info("still waiting...");
boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
}
logNetwork->info("waiting for server finished...");
androidTestServerReadyFlag = false;
#endif
logNetwork->trace("Waiting for server: %d ms", th->getDiff());
th->update(); //put breakpoint here to attach to server before it does something stupid
connectToServer(getLocalHostname(), getLocalPort());
logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
}
void CServerHandler::connectToServer(const std::string & addr, const ui16 port)
{
logNetwork->info("Establishing connection to %s:%d...", addr, port);
state = EClientState::CONNECTING;
serverHostname = addr;
serverPort = port;
if (!isServerLocal())
{
Settings serverAddress = settings.write["server"]["remoteHostname"];
serverAddress->String() = addr;
Settings serverPort = settings.write["server"]["remotePort"];
serverPort->Integer() = port;
}
networkClient->start(addr, port);
}
void CServerHandler::onConnectionFailed(const std::string & errorMessage)
{
if (isServerLocal())
{
// retry - local server might be still starting up
logNetwork->debug("\nCannot establish connection. %s. Retrying...", errorMessage);
networkHandler->createTimer(*this, std::chrono::milliseconds(100));
}
else
{
// remote server refused connection - show error message
state = EClientState::CONNECTION_FAILED;
CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.mainMenu.serverConnectionFailed"), {});
}
}
void CServerHandler::onTimer()
{
if(state == EClientState::CONNECTION_CANCELLED)
{
logNetwork->info("Connection aborted by player!");
return;
}
assert(isServerLocal());
networkClient->start(getLocalHostname(), getLocalPort());
}
void CServerHandler::onConnectionEstablished(const std::shared_ptr<INetworkConnection> & netConnection)
{
logNetwork->info("Connection established");
c = std::make_shared<CConnection>(netConnection);
c->uuid = uuid;
c->enterLobbyConnectionMode();
sendClientConnecting();
}
void CServerHandler::applyPackOnLobbyScreen(CPackForLobby & pack)
{
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
CBaseForLobbyApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(&pack)); //find the applier
apply->applyOnLobbyScreen(dynamic_cast<CLobbyScreen *>(SEL), this, pack);
GH.windows().totalRedraw();
}
std::set<PlayerColor> CServerHandler::getHumanColors()
{
return clientHumanColors(c->connectionID);
}
PlayerColor CServerHandler::myFirstColor() const
{
return clientFirstColor(c->connectionID);
}
bool CServerHandler::isMyColor(PlayerColor color) const
{
return isClientColor(c->connectionID, color);
}
ui8 CServerHandler::myFirstId() const
{
return clientFirstId(c->connectionID);
}
bool CServerHandler::isServerLocal() const
{
if(threadRunLocalServer)
return true;
return false;
}
bool CServerHandler::isHost() const
{
return c && hostClientId == c->connectionID;
}
bool CServerHandler::isGuest() const
{
return !c || hostClientId != c->connectionID;
}
const std::string & CServerHandler::getLocalHostname() const
{
return settings["server"]["localHostname"].String();
}
ui16 CServerHandler::getLocalPort() const
{
return settings["server"]["localPort"].Integer();
}
const std::string & CServerHandler::getRemoteHostname() const
{
return settings["server"]["remoteHostname"].String();
}
ui16 CServerHandler::getRemotePort() const
{
return settings["server"]["remotePort"].Integer();
}
const std::string & CServerHandler::getCurrentHostname() const
{
return serverHostname;
}
ui16 CServerHandler::getCurrentPort() const
{
return serverPort;
}
void CServerHandler::sendClientConnecting() const
{
LobbyClientConnected lcc;
lcc.uuid = uuid;
lcc.names = myNames;
lcc.mode = si->mode;
sendLobbyPack(lcc);
}
void CServerHandler::sendClientDisconnecting()
{
// FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
if(state == EClientState::DISCONNECTING)
return;
state = EClientState::DISCONNECTING;
mapToStart = nullptr;
LobbyClientDisconnected lcd;
lcd.clientId = c->connectionID;
logNetwork->info("Connection has been requested to be closed.");
if(isServerLocal())
{
lcd.shutdownServer = true;
logNetwork->info("Sent closing signal to the server");
}
else
{
logNetwork->info("Sent leaving signal to the server");
}
sendLobbyPack(lcd);
{
// Network thread might be applying network pack at this moment
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
c.reset();
}
}
void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
{
state = EClientState::LOBBY_CAMPAIGN;
LobbySetCampaign lsc;
lsc.ourCampaign = newCampaign;
sendLobbyPack(lsc);
}
void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
{
if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
return;
LobbySetCampaignMap lscm;
lscm.mapId = mapId;
sendLobbyPack(lscm);
}
void CServerHandler::setCampaignBonus(int bonusId) const
{
if(state == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
return;
LobbySetCampaignBonus lscb;
lscb.bonusId = bonusId;
sendLobbyPack(lscb);
}
void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
{
LobbySetMap lsm;
lsm.mapInfo = to;
lsm.mapGenOpts = mapGenOpts;
sendLobbyPack(lsm);
}
void CServerHandler::setPlayer(PlayerColor color) const
{
LobbySetPlayer lsp;
lsp.clickedColor = color;
sendLobbyPack(lsp);
}
void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
{
LobbySetPlayerName lspn;
lspn.color = color;
lspn.name = name;
sendLobbyPack(lspn);
}
void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
{
LobbyChangePlayerOption lcpo;
lcpo.what = what;
lcpo.value = value;
lcpo.color = player;
sendLobbyPack(lcpo);
}
void CServerHandler::setDifficulty(int to) const
{
LobbySetDifficulty lsd;
lsd.difficulty = to;
sendLobbyPack(lsd);
}
void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
{
LobbySetSimturns pack;
pack.simturnsInfo = info;
sendLobbyPack(pack);
}
void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
{
LobbySetTurnTime lstt;
lstt.turnTimerInfo = info;
sendLobbyPack(lstt);
}
void CServerHandler::setExtraOptionsInfo(const ExtraOptionsInfo & info) const
{
LobbySetExtraOptions lseo;
lseo.extraOptionsInfo = info;
sendLobbyPack(lseo);
}
void CServerHandler::sendMessage(const std::string & txt) const
{
std::istringstream readed;
readed.str(txt);
std::string command;
readed >> command;
if(command == "!passhost")
{
std::string id;
readed >> id;
if(id.length())
{
LobbyChangeHost lch;
lch.newHostConnectionId = boost::lexical_cast<int>(id);
sendLobbyPack(lch);
}
}
else if(command == "!forcep")
{
std::string connectedId;
std::string playerColorId;
readed >> connectedId;
readed >> playerColorId;
if(connectedId.length() && playerColorId.length())
{
ui8 connected = boost::lexical_cast<int>(connectedId);
auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
{
LobbyForceSetPlayer lfsp;
lfsp.targetConnectedPlayer = connected;
lfsp.targetPlayerColor = color;
sendLobbyPack(lfsp);
}
}
}
else
{
LobbyChatMessage lcm;
lcm.message = txt;
lcm.playerName = playerNames.find(myFirstId())->second.name;
sendLobbyPack(lcm);
}
}
void CServerHandler::sendGuiAction(ui8 action) const
{
LobbyGuiAction lga;
lga.action = static_cast<LobbyGuiAction::EAction>(action);
sendLobbyPack(lga);
}
void CServerHandler::sendRestartGame() const
{
GH.windows().createAndPushWindow<CLoadingScreen>();
LobbyEndGame endGame;
endGame.closeConnection = false;
endGame.restart = true;
sendLobbyPack(endGame);
}
bool CServerHandler::validateGameStart(bool allowOnlyAI) const
{
try
{
verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
}
catch(ModIncompatibility & e)
{
logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
std::string errorMsg;
if(!e.whatMissing().empty())
{
errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
errorMsg += e.whatMissing();
}
if(!e.whatExcessive().empty())
{
errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
errorMsg += e.whatExcessive();
}
showServerError(errorMsg);
return false;
}
catch(std::exception & e)
{
logGlobal->error("Exception during startScenario: %s", e.what());
showServerError( std::string("Unable to start map! Reason: ") + e.what());
return false;
}
return true;
}
void CServerHandler::sendStartGame(bool allowOnlyAI) const
{
verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
GH.windows().createAndPushWindow<CLoadingScreen>();
LobbyStartGame lsg;
if(client)
{
lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
* si = * lsg.initializedStartInfo;
}
sendLobbyPack(lsg);
c->enterLobbyConnectionMode();
}
void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
{
mapToStart = to;
}
void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
{
if(CMM)
CMM->disable();
client = new CClient();
highScoreCalc = nullptr;
switch(si->mode)
{
case StartInfo::NEW_GAME:
client->newGame(gameState);
break;
case StartInfo::CAMPAIGN:
client->newGame(gameState);
break;
case StartInfo::LOAD_GAME:
client->loadGame(gameState);
break;
default:
throw std::runtime_error("Invalid mode");
}
// After everything initialized we can accept CPackToClient netpacks
c->enterGameplayConnectionMode(client->gameState());
state = EClientState::GAMEPLAY;
}
void CServerHandler::endGameplay(bool closeConnection, bool restart)
{
if(closeConnection)
{
// Game is ending
// Tell the network thread to reach a stable state
CSH->sendClientDisconnecting();
logNetwork->info("Closed connection.");
}
client->endGame();
vstd::clear_pointer(client);
if(!restart)
{
if(CMM)
{
GH.curInt = CMM.get();
CMM->enable();
}
else
{
GH.curInt = CMainMenu::create().get();
}
}
if(c)
c->enterLobbyConnectionMode();
}
void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
{
std::shared_ptr<CampaignState> ourCampaign = cs;
if (!cs)
ourCampaign = si->campState;
if(highScoreCalc == nullptr)
{
highScoreCalc = std::make_shared<HighScoreCalculation>();
highScoreCalc->isCampaign = true;
highScoreCalc->parameters.clear();
}
param.campaignName = cs->getNameTranslated();
highScoreCalc->parameters.push_back(param);
GH.dispatchMainThread([ourCampaign, this]()
{
CSH->campaignServerRestartLock.set(true);
CSH->endGameplay();
auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
auto finisher = [=]()
{
if(ourCampaign->campaignSet != "" && ourCampaign->isCampaignFinished())
{
Settings entry = persistentStorage.write["completedCampaigns"][ourCampaign->getFilename()];
entry->Bool() = true;
}
GH.windows().pushWindow(CMM);
GH.windows().pushWindow(CMM->menu);
if(!ourCampaign->isCampaignFinished())
CMM->openCampaignLobby(ourCampaign);
else
{
CMM->openCampaignScreen(ourCampaign->campaignSet);
GH.windows().createAndPushWindow<CHighScoreInputScreen>(true, *highScoreCalc);
}
};
if(epilogue.hasPrologEpilog)
{
GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
}
else
{
CSH->campaignServerRestartLock.waitUntil(false);
finisher();
}
});
}
void CServerHandler::showServerError(const std::string & txt) const
{
if(auto w = GH.windows().topWindow<CLoadingScreen>())
GH.windows().popWindow(w);
CInfoWindow::showInfoDialog(txt, {});
}
int CServerHandler::howManyPlayerInterfaces()
{
int playerInts = 0;
for(auto pint : client->playerint)
{
if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
playerInts++;
}
return playerInts;
}
ui8 CServerHandler::getLoadMode()
{
if(loadMode != ELoadMode::TUTORIAL && state == EClientState::GAMEPLAY)
{
if(si->campState)
return ELoadMode::CAMPAIGN;
for(auto pn : playerNames)
{
if(pn.second.connection != c->connectionID)
return ELoadMode::MULTI;
}
if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
return ELoadMode::MULTI;
return ELoadMode::SINGLE;
}
return loadMode;
}
void CServerHandler::debugStartTest(std::string filename, bool save)
{
logGlobal->info("Starting debug test with file: %s", filename);
auto mapInfo = std::make_shared<CMapInfo>();
if(save)
{
resetStateForLobby(StartInfo::LOAD_GAME);
mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
screenType = ESelectionScreen::loadGame;
}
else
{
resetStateForLobby(StartInfo::NEW_GAME);
mapInfo->mapInit(filename);
screenType = ESelectionScreen::newGame;
}
if(settings["session"]["donotstartserver"].Bool())
connectToServer(getLocalHostname(), getLocalPort());
else
startLocalServerAndConnect(false);
boost::this_thread::sleep_for(boost::chrono::milliseconds(100));
while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
{
setMapInfo(mapInfo);
boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
}
// "Click" on color to remove us from it
setPlayer(myFirstColor());
while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
while(true)
{
try
{
sendStartGame();
break;
}
catch(...)
{
}
boost::this_thread::sleep_for(boost::chrono::milliseconds(50));
}
}
class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
{
private:
CServerHandler & handler;
public:
ServerHandlerCPackVisitor(CServerHandler & handler)
:handler(handler)
{
}
virtual bool callTyped() override { return false; }
virtual void visitForLobby(CPackForLobby & lobbyPack) override
{
handler.visitForLobby(lobbyPack);
}
virtual void visitForClient(CPackForClient & clientPack) override
{
handler.visitForClient(clientPack);
}
};
void CServerHandler::onPacketReceived(const std::shared_ptr<INetworkConnection> &, const std::vector<uint8_t> & message)
{
CPack * pack = c->retrievePack(message);
if(state == EClientState::DISCONNECTING)
{
// FIXME: server shouldn't really send netpacks after it's tells client to disconnect
// Though currently they'll be delivered and might cause crash.
vstd::clear_pointer(pack);
}
else
{
ServerHandlerCPackVisitor visitor(*this);
pack->visit(visitor);
}
}
void CServerHandler::onDisconnected(const std::shared_ptr<INetworkConnection> &)
{
if(state == EClientState::DISCONNECTING)
{
logNetwork->info("Successfully closed connection to server, ending listening thread!");
}
else
{
logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
if(client)
{
state = EClientState::DISCONNECTING;
GH.dispatchMainThread([]()
{
CSH->endGameplay();
GH.defActionsDef = 63;
CMM->menu->switchToTab("main");
});
}
else
{
LobbyClientDisconnected lcd;
lcd.clientId = c->connectionID;
applyPackOnLobbyScreen(lcd);
}
}
}
void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
{
if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, lobbyPack))
{
if(!settings["session"]["headless"].Bool())
applyPackOnLobbyScreen(lobbyPack);
}
}
void CServerHandler::visitForClient(CPackForClient & clientPack)
{
client->handlePack(&clientPack);
}
void CServerHandler::threadRunServer(bool connectToLobby)
{
#if !defined(VCMI_MOBILE)
setThreadName("runServer");
const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
std::string comm = VCMIDirs::get().serverPath().string()
+ " --port=" + std::to_string(getLocalPort())
+ " --run-by-client";
if(connectToLobby)
comm += " --lobby";
comm += " > \"" + logName + '\"';
logGlobal->info("Server command line: %s", comm);
#ifdef VCMI_WINDOWS
int result = -1;
const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
if(bufSize > 0)
{
std::wstring wComm(bufSize, {});
const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
if(convertResult > 0)
result = ::_wsystem(wComm.c_str());
else
logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
}
else
logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
#else
int result = std::system(comm.c_str());
#endif
if (result == 0)
{
logNetwork->info("Server closed correctly");
}
else
{
if (state != EClientState::DISCONNECTING)
{
if (state == EClientState::CONNECTING)
CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.server.errors.existingProcess"), {});
else
CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.server.errors.serverCrashed"), {});
}
state = EClientState::CONNECTION_CANCELLED; // stop attempts to reconnect
logNetwork->error("Error: server failed to close correctly or crashed!");
logNetwork->error("Check %s for more info", logName);
}
onServerFinished();
#endif
}
void CServerHandler::onServerFinished()
{
threadRunLocalServer.reset();
if (CSH)
CSH->campaignServerRestartLock.setn(false);
}
void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
{
if(state != EClientState::STARTING)
c->sendPack(&pack);
}