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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/CServerHandler.cpp
John Bolton a05ae78e67 Fixed lots of warnings.
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00

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 static_cast<ui16>(settings["session"]["serverport"].Integer());
else
return static_cast<ui16>(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()) // BUG https://bugs.vcmi.eu/view.php?id=3144
{
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);
}