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vcmi/client/CServerHandler.cpp
Ewilhan b5243602ca Fix wrong savefiles shown while playing Hotseat Mode (#585)
* Fix wrong save files shown in HotSeat mode

Previous condition only checked for players' connection ID. HotSeat mode does not use multiple connection IDs, so getLoadMode() thought it was SPMode.
Now checking number of interfaces to cover offline-multiplayer.
2019-05-04 16:56:17 +03:00

706 lines
17 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 "lobby/CSelectionBase.h"
#include "lobby/CLobbyScreen.h"
#include "mainmenu/CMainMenu.h"
#ifndef VCMI_ANDROID
#include "../lib/Interprocess.h"
#else
#include "../lib/CAndroidVMHelper.h"
#endif
#include "../lib/CConfigHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CThreadHelper.h"
#include "../lib/NetPacks.h"
#include "../lib/StartInfo.h"
#include "../lib/VCMIDirs.h"
#include "../lib/mapping/CCampaignHandler.h"
#include "../lib/mapping/CMap.h"
#include "../lib/mapping/CMapInfo.h"
#include "../lib/mapObjects/MiscObjects.h"
#include "../lib/rmg/CMapGenOptions.h"
#include "../lib/registerTypes/RegisterTypes.h"
#include "../lib/serializer/Connection.h"
#include "../lib/serializer/CMemorySerializer.h"
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include "../lib/serializer/Cast.h"
template<typename T> class CApplyOnLobby;
#ifdef VCMI_ANDROID
extern std::atomic_bool androidTestServerReadyFlag;
#endif
class CBaseForLobbyApply
{
public:
virtual bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const = 0;
virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * 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, void * pack) const override
{
T * ptr = static_cast<T *>(pack);
logNetwork->trace("\tImmidiately apply on lobby: %s", typeList.getTypeInfo(ptr)->name());
return ptr->applyOnLobbyHandler(handler);
}
void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
{
T * ptr = static_cast<T *>(pack);
logNetwork->trace("\tApply on lobby from queue: %s", typeList.getTypeInfo(ptr)->name());
ptr->applyOnLobbyScreen(lobby, handler);
}
};
template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
{
public:
bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
return false;
}
void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
{
logGlobal->error("Cannot apply plain CPack!");
assert(0);
}
};
extern std::string NAME;
CServerHandler::CServerHandler()
: state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
{
uuid = boost::uuids::to_string(boost::uuids::random_generator()());
applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
registerTypesLobbyPacks(*applier);
}
void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
{
hostClientId = -1;
state = EClientState::NONE;
th = make_unique<CStopWatch>();
packsForLobbyScreen.clear();
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());
#ifndef VCMI_ANDROID
shm.reset();
if(!settings["session"]["disable-shm"].Bool())
{
std::string sharedMemoryName = "vcmi_memory";
if(settings["session"]["enable-shm-uuid"].Bool())
{
//used or automated testing when multiple clients start simultaneously
sharedMemoryName += "_" + uuid;
}
try
{
shm = std::make_shared<SharedMemory>(sharedMemoryName, true);
}
catch(...)
{
shm.reset();
logNetwork->error("Cannot open interprocess memory. Continue without it...");
}
}
#endif
}
void CServerHandler::startLocalServerAndConnect()
{
if(threadRunLocalServer)
threadRunLocalServer->join();
th->update();
#ifdef VCMI_ANDROID
{
CAndroidVMHelper envHelper;
envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
}
#else
threadRunLocalServer = std::make_shared<boost::thread>(&CServerHandler::threadRunServer, this); //runs server executable;
#endif
logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
th->update();
#ifndef VCMI_ANDROID
if(shm)
shm->sr->waitTillReady();
#else
logNetwork->info("waiting for server");
while(!androidTestServerReadyFlag.load())
{
logNetwork->info("still waiting...");
boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
}
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
#ifndef VCMI_ANDROID
justConnectToServer(settings["server"]["server"].String(), shm ? shm->sr->port : 0);
#else
justConnectToServer(settings["server"]["server"].String());
#endif
logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
}
void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
{
state = EClientState::CONNECTING;
while(!c && state != EClientState::CONNECTION_CANCELLED)
{
try
{
logNetwork->info("Establishing connection...");
c = std::make_shared<CConnection>(
addr.size() ? addr : settings["server"]["server"].String(),
port ? port : getDefaultPort(),
NAME, uuid);
}
catch(...)
{
logNetwork->error("\nCannot establish connection! Retrying within 1 second");
boost::this_thread::sleep(boost::posix_time::seconds(1));
}
}
if(state == EClientState::CONNECTION_CANCELLED)
logNetwork->info("Connection aborted by player!");
else
c->handler = std::make_shared<boost::thread>(&CServerHandler::threadHandleConnection, this);
}
void CServerHandler::applyPacksOnLobbyScreen()
{
if(!c || !c->handler)
return;
boost::unique_lock<boost::recursive_mutex> lock(*mx);
while(!packsForLobbyScreen.empty())
{
CPackForLobby * pack = packsForLobbyScreen.front();
packsForLobbyScreen.pop_front();
CBaseForLobbyApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
apply->applyOnLobbyScreen(static_cast<CLobbyScreen *>(SEL), this, pack);
GH.totalRedraw();
delete pack;
}
}
void CServerHandler::stopServerConnection()
{
if(c->handler)
{
while(!c->handler->timed_join(boost::posix_time::milliseconds(50)))
applyPacksOnLobbyScreen();
c->handler->join();
}
}
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;
}
ui16 CServerHandler::getDefaultPort()
{
if(settings["session"]["serverport"].Integer())
return settings["session"]["serverport"].Integer();
else
return settings["server"]["port"].Integer();
}
std::string CServerHandler::getDefaultPortStr()
{
return boost::lexical_cast<std::string>(getDefaultPort());
}
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;
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);
}
void CServerHandler::setCampaignState(std::shared_ptr<CCampaignState> newCampaign)
{
state = EClientState::LOBBY_CAMPAIGN;
LobbySetCampaign lsc;
lsc.ourCampaign = newCampaign;
sendLobbyPack(lsc);
}
void CServerHandler::setCampaignMap(int 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::setPlayerOption(ui8 what, ui8 dir, PlayerColor player) const
{
LobbyChangePlayerOption lcpo;
lcpo.what = what;
lcpo.direction = dir;
lcpo.color = player;
sendLobbyPack(lcpo);
}
void CServerHandler::setDifficulty(int to) const
{
LobbySetDifficulty lsd;
lsd.difficulty = to;
sendLobbyPack(lsd);
}
void CServerHandler::setTurnLength(int npos) const
{
vstd::amin(npos, GameConstants::POSSIBLE_TURNTIME.size() - 1);
LobbySetTurnTime lstt;
lstt.turnTime = GameConstants::POSSIBLE_TURNTIME[npos];
sendLobbyPack(lstt);
}
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, 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::sendStartGame(bool allowOnlyAI) const
{
verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
LobbyStartGame lsg;
sendLobbyPack(lsg);
}
void CServerHandler::startGameplay()
{
if(CMM)
CMM->disable();
client = new CClient();
switch(si->mode)
{
case StartInfo::NEW_GAME:
client->newGame();
break;
case StartInfo::CAMPAIGN:
client->newGame();
break;
case StartInfo::LOAD_GAME:
client->loadGame();
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)
{
client->endGame();
vstd::clear_pointer(client);
if(closeConnection)
{
// Game is ending
// Tell the network thread to reach a stable state
CSH->sendClientDisconnecting();
logNetwork->info("Closed connection.");
}
if(!restart)
{
if(CMM)
{
GH.terminate_cond->setn(false);
GH.curInt = CMM.get();
CMM->enable();
}
else
{
GH.curInt = CMainMenu::create().get();
}
}
}
void CServerHandler::startCampaignScenario(std::shared_ptr<CCampaignState> cs)
{
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = EUserEvent::CAMPAIGN_START_SCENARIO;
if(cs)
event.user.data1 = CMemorySerializer::deepCopy(*cs.get()).release();
else
event.user.data1 = CMemorySerializer::deepCopy(*si->campState.get()).release();
SDL_PushEvent(&event);
}
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(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(ResourceID(filename, EResType::CLIENT_SAVEGAME));
screenType = ESelectionScreen::loadGame;
}
else
{
resetStateForLobby(StartInfo::NEW_GAME);
mapInfo->mapInit(filename);
screenType = ESelectionScreen::newGame;
}
if(settings["session"]["donotstartserver"].Bool())
justConnectToServer("127.0.0.1", 3030);
else
startLocalServerAndConnect();
while(!settings["session"]["headless"].Bool() && !dynamic_cast<CLobbyScreen *>(GH.topInt().get()))
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
while(!mi || mapInfo->fileURI != CSH->mi->fileURI)
{
setMapInfo(mapInfo);
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
// "Click" on color to remove us from it
setPlayer(myFirstColor());
while(myFirstColor() != PlayerColor::CANNOT_DETERMINE)
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
while(true)
{
try
{
sendStartGame();
break;
}
catch(...)
{
}
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
}
void CServerHandler::threadHandleConnection()
{
setThreadName("CServerHandler::threadHandleConnection");
c->enterLobbyConnectionMode();
try
{
sendClientConnecting();
while(c->connected)
{
while(state == EClientState::STARTING)
boost::this_thread::sleep(boost::posix_time::milliseconds(10));
CPack * pack = c->retrievePack();
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 if(auto lobbyPack = dynamic_ptr_cast<CPackForLobby>(pack))
{
if(applier->getApplier(typeList.getTypeID(pack))->applyOnLobbyHandler(this, pack))
{
if(!settings["session"]["headless"].Bool())
{
boost::unique_lock<boost::recursive_mutex> lock(*mx);
packsForLobbyScreen.push_back(lobbyPack);
}
}
}
else if(auto clientPack = dynamic_ptr_cast<CPackForClient>(pack))
{
client->handlePack(clientPack);
}
}
}
//catch only asio exceptions
catch(const boost::system::system_error & e)
{
if(state == EClientState::DISCONNECTING)
{
logNetwork->info("Successfully closed connection to server, ending listening thread!");
}
else
{
logNetwork->error("Lost connection to server, ending listening thread!");
logNetwork->error(e.what());
if(client)
{
state = EClientState::DISCONNECTING;
CGuiHandler::pushSDLEvent(SDL_USEREVENT, EUserEvent::RETURN_TO_MAIN_MENU);
}
else
{
auto lcd = new LobbyClientDisconnected();
lcd->clientId = c->connectionID;
boost::unique_lock<boost::recursive_mutex> lock(*mx);
packsForLobbyScreen.push_back(lcd);
}
}
}
catch(...)
{
handleException();
throw;
}
}
void CServerHandler::threadRunServer()
{
#ifndef VCMI_ANDROID
setThreadName("CServerHandler::threadRunServer");
const std::string logName = (VCMIDirs::get().userCachePath() / "server_log.txt").string();
std::string comm = VCMIDirs::get().serverPath().string()
+ " --port=" + getDefaultPortStr()
+ " --run-by-client"
+ " --uuid=" + uuid;
if(shm)
{
comm += " --enable-shm";
if(settings["session"]["enable-shm-uuid"].Bool())
comm += " --enable-shm-uuid";
}
comm += " > \"" + logName + '\"';
int result = std::system(comm.c_str());
if (result == 0)
{
logNetwork->info("Server closed correctly");
}
else
{
logNetwork->error("Error: server failed to close correctly or crashed!");
logNetwork->error("Check %s for more info", logName);
}
threadRunLocalServer.reset();
CSH->campaignServerRestartLock.setn(false);
#endif
}
void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
{
if(state != EClientState::STARTING)
c->sendPack(&pack);
}