mirror of
https://github.com/vcmi/vcmi.git
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b84af1a6de
Apparently our logic for packs applying with types registration is overcomplicated and by now completely unnecessary - it became redundant after introduction of visitor pattern.
937 lines
23 KiB
C++
937 lines
23 KiB
C++
/*
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* CServerHandler.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 "CServerHandler.h"
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#include "Client.h"
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#include "CGameInfo.h"
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#include "ServerRunner.h"
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#include "GameChatHandler.h"
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#include "CPlayerInterface.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.h"
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#include "globalLobby/GlobalLobbyClient.h"
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#include "lobby/CSelectionBase.h"
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#include "lobby/CLobbyScreen.h"
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#include "windows/InfoWindows.h"
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#include "mainmenu/CMainMenu.h"
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#include "mainmenu/CPrologEpilogVideo.h"
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#include "mainmenu/CHighScoreScreen.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/texts/CGeneralTextHandler.h"
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#include "ConditionalWait.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/StartInfo.h"
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#include "../lib/TurnTimerInfo.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/campaign/CampaignState.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/gameState/HighScore.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/mapping/CMapInfo.h"
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/modding/ModIncompatibility.h"
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#include "../lib/rmg/CMapGenOptions.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/serializer/CMemorySerializer.h"
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#include "../lib/UnlockGuard.h"
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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 "../lib/serializer/Cast.h"
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#include "LobbyClientNetPackVisitors.h"
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#include <vcmi/events/EventBus.h>
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CServerHandler::~CServerHandler()
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{
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if (serverRunner)
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serverRunner->shutdown();
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networkHandler->stop();
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try
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{
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if (serverRunner)
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serverRunner->wait();
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serverRunner.reset();
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{
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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threadNetwork.join();
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}
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}
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catch (const std::runtime_error & e)
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{
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logGlobal->error("Failed to shut down network thread! Reason: %s", e.what());
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assert(0);
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}
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}
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void CServerHandler::endNetwork()
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{
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if (client)
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client->endNetwork();
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networkHandler->stop();
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{
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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threadNetwork.join();
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}
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}
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CServerHandler::CServerHandler()
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: networkHandler(INetworkHandler::createHandler())
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, lobbyClient(std::make_unique<GlobalLobbyClient>())
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, gameChat(std::make_unique<GameChatHandler>())
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, threadNetwork(&CServerHandler::threadRunNetwork, this)
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, state(EClientState::NONE)
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, serverPort(0)
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, campaignStateToSend(nullptr)
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, screenType(ESelectionScreen::unknown)
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, serverMode(EServerMode::NONE)
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, loadMode(ELoadMode::NONE)
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, client(nullptr)
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{
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uuid = boost::uuids::to_string(boost::uuids::random_generator()());
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}
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void CServerHandler::threadRunNetwork()
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{
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logGlobal->info("Starting network thread");
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setThreadName("runNetwork");
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try {
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networkHandler->run();
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}
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catch (const TerminationRequestedException &)
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{
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logGlobal->info("Terminating network thread");
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return;
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}
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logGlobal->info("Ending network thread");
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}
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void CServerHandler::resetStateForLobby(EStartMode mode, ESelectionScreen screen, EServerMode newServerMode, const std::vector<std::string> & playerNames)
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{
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hostClientId = -1;
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setState(EClientState::NONE);
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serverMode = newServerMode;
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mapToStart = nullptr;
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th = std::make_unique<CStopWatch>();
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logicConnection.reset();
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si = std::make_shared<StartInfo>();
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localPlayerNames.clear();
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si->difficulty = 1;
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si->mode = mode;
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screenType = screen;
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localPlayerNames.clear();
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if(!playerNames.empty()) //if have custom set of player names - use it
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localPlayerNames = playerNames;
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else
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localPlayerNames.push_back(settings["general"]["playerName"].String());
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gameChat->resetMatchState();
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lobbyClient->resetMatchState();
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}
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GameChatHandler & CServerHandler::getGameChat()
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{
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return *gameChat;
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}
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GlobalLobbyClient & CServerHandler::getGlobalLobby()
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{
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return *lobbyClient;
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}
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INetworkHandler & CServerHandler::getNetworkHandler()
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{
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return *networkHandler;
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}
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void CServerHandler::startLocalServerAndConnect(bool connectToLobby)
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{
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logNetwork->trace("\tLocal server startup has been requested");
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#ifdef VCMI_MOBILE
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// mobile apps can't spawn separate processes - only thread mode is available
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serverRunner.reset(new ServerThreadRunner());
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#else
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if (settings["server"]["useProcess"].Bool())
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serverRunner.reset(new ServerProcessRunner());
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else
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serverRunner.reset(new ServerThreadRunner());
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#endif
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auto si = std::make_shared<StartInfo>();
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auto lastDifficulty = settings["general"]["lastDifficulty"];
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si->difficulty = lastDifficulty.Integer();
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logNetwork->trace("\tStarting local server");
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uint16_t srvport = serverRunner->start(getLocalPort(), connectToLobby, si);
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logNetwork->trace("\tConnecting to local server");
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connectToServer(getLocalHostname(), srvport);
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logNetwork->trace("\tWaiting for connection");
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}
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void CServerHandler::connectToServer(const std::string & addr, const ui16 port)
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{
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logNetwork->info("Establishing connection to %s:%d...", addr, port);
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setState(EClientState::CONNECTING);
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serverHostname = addr;
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serverPort = port;
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if (!isServerLocal())
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{
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Settings remoteAddress = settings.write["server"]["remoteHostname"];
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remoteAddress->String() = addr;
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Settings remotePort = settings.write["server"]["remotePort"];
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remotePort->Integer() = port;
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}
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networkHandler->connectToRemote(*this, addr, port);
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}
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void CServerHandler::onConnectionFailed(const std::string & errorMessage)
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{
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assert(getState() == EClientState::CONNECTING);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if (isServerLocal())
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{
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// retry - local server might be still starting up
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logNetwork->debug("\nCannot establish connection. %s. Retrying...", errorMessage);
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networkHandler->createTimer(*this, std::chrono::milliseconds(100));
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}
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else
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{
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// remote server refused connection - show error message
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setState(EClientState::NONE);
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CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.mainMenu.serverConnectionFailed"), {});
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}
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}
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void CServerHandler::onTimer()
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if(getState() == EClientState::CONNECTION_CANCELLED)
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{
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logNetwork->info("Connection aborted by player!");
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serverRunner->wait();
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serverRunner.reset();
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if (GH.windows().topWindow<CSimpleJoinScreen>() != nullptr)
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GH.windows().popWindows(1);
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return;
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}
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assert(isServerLocal());
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networkHandler->connectToRemote(*this, getLocalHostname(), getLocalPort());
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}
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void CServerHandler::onConnectionEstablished(const NetworkConnectionPtr & netConnection)
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{
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assert(getState() == EClientState::CONNECTING);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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networkConnection = netConnection;
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logNetwork->info("Connection established");
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if (serverMode == EServerMode::LOBBY_GUEST)
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{
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// say hello to lobby to switch connection to proxy mode
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getGlobalLobby().sendProxyConnectionLogin(netConnection);
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}
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logicConnection = std::make_shared<CConnection>(netConnection);
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logicConnection->uuid = uuid;
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logicConnection->enterLobbyConnectionMode();
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sendClientConnecting();
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}
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void CServerHandler::applyPackOnLobbyScreen(CPackForLobby & pack)
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{
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ApplyOnLobbyScreenNetPackVisitor visitor(*this, dynamic_cast<CLobbyScreen *>(SEL));
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pack.visit(visitor);
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GH.windows().totalRedraw();
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}
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std::set<PlayerColor> CServerHandler::getHumanColors()
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{
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return clientHumanColors(logicConnection->connectionID);
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}
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PlayerColor CServerHandler::myFirstColor() const
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{
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return clientFirstColor(logicConnection->connectionID);
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}
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bool CServerHandler::isMyColor(PlayerColor color) const
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{
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return isClientColor(logicConnection->connectionID, color);
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}
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ui8 CServerHandler::myFirstId() const
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{
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return clientFirstId(logicConnection->connectionID);
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}
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EClientState CServerHandler::getState() const
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{
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return state;
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}
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void CServerHandler::setState(EClientState newState)
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{
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if (newState == EClientState::CONNECTION_CANCELLED && serverRunner != nullptr)
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serverRunner->shutdown();
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state = newState;
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}
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bool CServerHandler::isServerLocal() const
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{
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return serverRunner != nullptr;
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}
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bool CServerHandler::isHost() const
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{
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return logicConnection && hostClientId == logicConnection->connectionID;
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}
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bool CServerHandler::isGuest() const
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{
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return !logicConnection || hostClientId != logicConnection->connectionID;
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}
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const std::string & CServerHandler::getLocalHostname() const
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{
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return settings["server"]["localHostname"].String();
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}
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ui16 CServerHandler::getLocalPort() const
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{
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return settings["server"]["localPort"].Integer();
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}
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const std::string & CServerHandler::getRemoteHostname() const
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{
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return settings["server"]["remoteHostname"].String();
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}
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ui16 CServerHandler::getRemotePort() const
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{
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return settings["server"]["remotePort"].Integer();
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}
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const std::string & CServerHandler::getCurrentHostname() const
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{
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return serverHostname;
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}
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ui16 CServerHandler::getCurrentPort() const
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{
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return serverPort;
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}
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void CServerHandler::sendClientConnecting() const
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{
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LobbyClientConnected lcc;
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lcc.uuid = uuid;
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lcc.names = localPlayerNames;
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lcc.mode = si->mode;
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sendLobbyPack(lcc);
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}
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void CServerHandler::sendClientDisconnecting()
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{
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// FIXME: This is workaround needed to make sure client not trying to sent anything to non existed server
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if(getState() == EClientState::DISCONNECTING)
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{
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assert(0);
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return;
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}
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setState(EClientState::DISCONNECTING);
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mapToStart = nullptr;
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LobbyClientDisconnected lcd;
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lcd.clientId = logicConnection->connectionID;
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logNetwork->info("Connection has been requested to be closed.");
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if(isServerLocal())
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{
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lcd.shutdownServer = true;
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logNetwork->info("Sent closing signal to the server");
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}
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else
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{
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logNetwork->info("Sent leaving signal to the server");
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}
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sendLobbyPack(lcd);
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networkConnection->close();
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networkConnection.reset();
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logicConnection.reset();
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waitForServerShutdown();
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}
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void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
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{
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setState(EClientState::LOBBY_CAMPAIGN);
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LobbySetCampaign lsc;
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lsc.ourCampaign = newCampaign;
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sendLobbyPack(lsc);
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}
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void CServerHandler::setCampaignMap(CampaignScenarioID mapId) const
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{
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if(getState() == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
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return;
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LobbySetCampaignMap lscm;
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lscm.mapId = mapId;
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sendLobbyPack(lscm);
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}
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void CServerHandler::setCampaignBonus(int bonusId) const
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{
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if(getState() == EClientState::GAMEPLAY) // FIXME: UI shouldn't sent commands in first place
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return;
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LobbySetCampaignBonus lscb;
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lscb.bonusId = bonusId;
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sendLobbyPack(lscb);
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}
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void CServerHandler::setMapInfo(std::shared_ptr<CMapInfo> to, std::shared_ptr<CMapGenOptions> mapGenOpts) const
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{
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LobbySetMap lsm;
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lsm.mapInfo = to;
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lsm.mapGenOpts = mapGenOpts;
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sendLobbyPack(lsm);
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}
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void CServerHandler::setPlayer(PlayerColor color) const
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{
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LobbySetPlayer lsp;
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lsp.clickedColor = color;
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sendLobbyPack(lsp);
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}
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void CServerHandler::setPlayerName(PlayerColor color, const std::string & name) const
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{
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LobbySetPlayerName lspn;
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lspn.color = color;
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lspn.name = name;
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sendLobbyPack(lspn);
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}
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void CServerHandler::setPlayerHandicap(PlayerColor color, Handicap handicap) const
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{
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LobbySetPlayerHandicap lsph;
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lsph.color = color;
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lsph.handicap = handicap;
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sendLobbyPack(lsph);
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}
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void CServerHandler::setPlayerOption(ui8 what, int32_t value, PlayerColor player) const
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{
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LobbyChangePlayerOption lcpo;
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lcpo.what = what;
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lcpo.value = value;
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lcpo.color = player;
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sendLobbyPack(lcpo);
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}
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void CServerHandler::setDifficulty(int to) const
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{
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LobbySetDifficulty lsd;
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lsd.difficulty = to;
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sendLobbyPack(lsd);
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}
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void CServerHandler::setSimturnsInfo(const SimturnsInfo & info) const
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{
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LobbySetSimturns pack;
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pack.simturnsInfo = info;
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sendLobbyPack(pack);
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}
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void CServerHandler::setTurnTimerInfo(const TurnTimerInfo & info) const
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{
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LobbySetTurnTime lstt;
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lstt.turnTimerInfo = info;
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sendLobbyPack(lstt);
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}
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void CServerHandler::setExtraOptionsInfo(const ExtraOptionsInfo & info) const
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{
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LobbySetExtraOptions lseo;
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lseo.extraOptionsInfo = info;
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sendLobbyPack(lseo);
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}
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void CServerHandler::sendMessage(const std::string & txt) const
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{
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std::istringstream readed;
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readed.str(txt);
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std::string command;
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readed >> command;
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if(command == "!passhost")
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{
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std::string id;
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readed >> id;
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if(id.length())
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{
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LobbyChangeHost lch;
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lch.newHostConnectionId = boost::lexical_cast<int>(id);
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sendLobbyPack(lch);
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}
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}
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else if(command == "!forcep")
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{
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std::string connectedId;
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std::string playerColorId;
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readed >> connectedId;
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readed >> playerColorId;
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if(connectedId.length() && playerColorId.length())
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{
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ui8 connected = boost::lexical_cast<int>(connectedId);
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auto color = PlayerColor(boost::lexical_cast<int>(playerColorId));
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if(color.isValidPlayer() && playerNames.find(connected) != playerNames.end())
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{
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LobbyForceSetPlayer lfsp;
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lfsp.targetConnectedPlayer = connected;
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lfsp.targetPlayerColor = color;
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sendLobbyPack(lfsp);
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}
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}
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}
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else
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{
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gameChat->sendMessageLobby(playerNames.find(myFirstId())->second.name, txt);
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}
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}
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void CServerHandler::sendGuiAction(ui8 action) const
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{
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LobbyGuiAction lga;
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lga.action = static_cast<LobbyGuiAction::EAction>(action);
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sendLobbyPack(lga);
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}
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void CServerHandler::sendRestartGame() const
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{
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GH.windows().createAndPushWindow<CLoadingScreen>();
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LobbyRestartGame endGame;
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sendLobbyPack(endGame);
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}
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bool CServerHandler::validateGameStart(bool allowOnlyAI) const
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{
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try
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{
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verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
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}
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catch(ModIncompatibility & e)
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{
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logGlobal->warn("Incompatibility exception during start scenario: %s", e.what());
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std::string errorMsg;
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if(!e.whatMissing().empty())
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{
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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());
|
|
|
|
if(!settings["session"]["headless"].Bool())
|
|
GH.windows().createAndPushWindow<CLoadingScreen>();
|
|
|
|
LobbyPrepareStartGame lpsg;
|
|
sendLobbyPack(lpsg);
|
|
|
|
LobbyStartGame lsg;
|
|
sendLobbyPack(lsg);
|
|
}
|
|
|
|
void CServerHandler::startMapAfterConnection(std::shared_ptr<CMapInfo> to)
|
|
{
|
|
mapToStart = to;
|
|
}
|
|
|
|
void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
|
|
{
|
|
if(CMM)
|
|
CMM->disable();
|
|
|
|
switch(si->mode)
|
|
{
|
|
case EStartMode::NEW_GAME:
|
|
client->newGame(gameState);
|
|
break;
|
|
case EStartMode::CAMPAIGN:
|
|
if(si->campState->conqueredScenarios().empty())
|
|
si->campState->highscoreParameters.clear();
|
|
client->newGame(gameState);
|
|
break;
|
|
case EStartMode::LOAD_GAME:
|
|
client->loadGame(gameState);
|
|
break;
|
|
default:
|
|
throw std::runtime_error("Invalid mode");
|
|
}
|
|
// After everything initialized we can accept CPackToClient netpacks
|
|
logicConnection->enterGameplayConnectionMode(client->gameState());
|
|
setState(EClientState::GAMEPLAY);
|
|
}
|
|
|
|
void CServerHandler::showHighScoresAndEndGameplay(PlayerColor player, bool victory, const StatisticDataSet & statistic)
|
|
{
|
|
HighScoreParameter param = HighScore::prepareHighScores(client->gameState(), player, victory);
|
|
|
|
if(victory && client->gameState()->getStartInfo()->campState)
|
|
{
|
|
startCampaignScenario(param, client->gameState()->getStartInfo()->campState, statistic);
|
|
}
|
|
else
|
|
{
|
|
HighScoreCalculation scenarioHighScores;
|
|
scenarioHighScores.parameters.push_back(param);
|
|
scenarioHighScores.isCampaign = false;
|
|
|
|
endGameplay();
|
|
CMM->menu->switchToTab("main");
|
|
GH.windows().createAndPushWindow<CHighScoreInputScreen>(victory, scenarioHighScores, statistic);
|
|
}
|
|
}
|
|
|
|
void CServerHandler::endGameplay()
|
|
{
|
|
// Game is ending
|
|
// Tell the network thread to reach a stable state
|
|
sendClientDisconnecting();
|
|
logNetwork->info("Closed connection.");
|
|
|
|
client->endGame();
|
|
client.reset();
|
|
|
|
if(CMM)
|
|
{
|
|
GH.curInt = CMM.get();
|
|
CMM->enable();
|
|
}
|
|
else
|
|
{
|
|
GH.curInt = CMainMenu::create().get();
|
|
}
|
|
}
|
|
|
|
void CServerHandler::restartGameplay()
|
|
{
|
|
client->endGame();
|
|
client.reset();
|
|
|
|
logicConnection->enterLobbyConnectionMode();
|
|
}
|
|
|
|
void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs, const StatisticDataSet & statistic)
|
|
{
|
|
std::shared_ptr<CampaignState> ourCampaign = cs;
|
|
|
|
if (!cs)
|
|
ourCampaign = si->campState;
|
|
|
|
param.campaignName = cs->getNameTranslated();
|
|
cs->highscoreParameters.push_back(param);
|
|
auto campaignScoreCalculator = std::make_shared<HighScoreCalculation>();
|
|
campaignScoreCalculator->isCampaign = true;
|
|
campaignScoreCalculator->parameters = cs->highscoreParameters;
|
|
|
|
endGameplay();
|
|
|
|
auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
|
|
auto finisher = [ourCampaign, campaignScoreCalculator, statistic]()
|
|
{
|
|
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, *campaignScoreCalculator, statistic);
|
|
}
|
|
};
|
|
|
|
if(epilogue.hasPrologEpilog)
|
|
{
|
|
GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
}
|
|
|
|
ELoadMode CServerHandler::getLoadMode()
|
|
{
|
|
if(loadMode != ELoadMode::TUTORIAL && getState() == EClientState::GAMEPLAY)
|
|
{
|
|
if(si->campState)
|
|
return ELoadMode::CAMPAIGN;
|
|
for(auto pn : playerNames)
|
|
{
|
|
if(pn.second.connection != logicConnection->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(EStartMode::LOAD_GAME, ESelectionScreen::loadGame, EServerMode::LOCAL, {});
|
|
mapInfo->saveInit(ResourcePath(filename, EResType::SAVEGAME));
|
|
}
|
|
else
|
|
{
|
|
resetStateForLobby(EStartMode::NEW_GAME, ESelectionScreen::newGame, EServerMode::LOCAL, {});
|
|
mapInfo->mapInit(filename);
|
|
}
|
|
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 != 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)
|
|
{
|
|
}
|
|
|
|
bool callTyped() override { return false; }
|
|
|
|
void visitForLobby(CPackForLobby & lobbyPack) override
|
|
{
|
|
handler.visitForLobby(lobbyPack);
|
|
}
|
|
|
|
void visitForClient(CPackForClient & clientPack) override
|
|
{
|
|
handler.visitForClient(clientPack);
|
|
}
|
|
};
|
|
|
|
void CServerHandler::onPacketReceived(const std::shared_ptr<INetworkConnection> &, const std::vector<std::byte> & message)
|
|
{
|
|
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
|
|
|
|
if(getState() == EClientState::DISCONNECTING)
|
|
return;
|
|
|
|
CPack * pack = logicConnection->retrievePack(message);
|
|
ServerHandlerCPackVisitor visitor(*this);
|
|
pack->visit(visitor);
|
|
}
|
|
|
|
void CServerHandler::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
|
|
{
|
|
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
|
|
|
|
if (connection != networkConnection)
|
|
{
|
|
// ServerHandler already closed this connection on its own
|
|
// This is the final call from network thread that informs serverHandler that connection has died
|
|
// ignore it since serverHandler have already shut down this connection (and possibly started a new one)
|
|
return;
|
|
}
|
|
|
|
waitForServerShutdown();
|
|
|
|
if(getState() == EClientState::DISCONNECTING)
|
|
{
|
|
// Note: this branch can be reached on app shutdown, when main thread holds mutex till destruction
|
|
logNetwork->info("Successfully closed connection to server!");
|
|
return;
|
|
}
|
|
|
|
logNetwork->error("Lost connection to server! Connection has been closed");
|
|
|
|
if(client)
|
|
{
|
|
endGameplay();
|
|
CMM->menu->switchToTab("main");
|
|
showServerError(CGI->generaltexth->translate("vcmi.server.errors.disconnected"));
|
|
}
|
|
else
|
|
{
|
|
LobbyClientDisconnected lcd;
|
|
lcd.clientId = logicConnection->connectionID;
|
|
applyPackOnLobbyScreen(lcd);
|
|
}
|
|
|
|
networkConnection.reset();
|
|
}
|
|
|
|
void CServerHandler::waitForServerShutdown()
|
|
{
|
|
if (!serverRunner)
|
|
return; // may not exist for guest in MP
|
|
|
|
serverRunner->wait();
|
|
int exitCode = serverRunner->exitCode();
|
|
serverRunner.reset();
|
|
|
|
if (exitCode == 0)
|
|
{
|
|
logNetwork->info("Server closed correctly");
|
|
}
|
|
else
|
|
{
|
|
if (getState() == EClientState::CONNECTING)
|
|
{
|
|
showServerError(CGI->generaltexth->translate("vcmi.server.errors.existingProcess"));
|
|
setState(EClientState::CONNECTION_CANCELLED); // stop attempts to reconnect
|
|
}
|
|
logNetwork->error("Error: server failed to close correctly or crashed!");
|
|
logNetwork->error("Check log file for more info");
|
|
}
|
|
|
|
serverRunner.reset();
|
|
}
|
|
|
|
void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
|
|
{
|
|
ApplyOnLobbyHandlerNetPackVisitor visitor(*this);
|
|
lobbyPack.visit(visitor);
|
|
|
|
if(visitor.getResult())
|
|
{
|
|
if(!settings["session"]["headless"].Bool())
|
|
applyPackOnLobbyScreen(lobbyPack);
|
|
}
|
|
}
|
|
|
|
void CServerHandler::visitForClient(CPackForClient & clientPack)
|
|
{
|
|
client->handlePack(&clientPack);
|
|
}
|
|
|
|
|
|
void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
|
|
{
|
|
if(getState() != EClientState::STARTING)
|
|
logicConnection->sendPack(&pack);
|
|
}
|
|
|
|
bool CServerHandler::inLobbyRoom() const
|
|
{
|
|
return serverMode == EServerMode::LOBBY_HOST || serverMode == EServerMode::LOBBY_GUEST;
|
|
}
|
|
|
|
bool CServerHandler::inGame() const
|
|
{
|
|
return logicConnection != nullptr;
|
|
}
|