mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
e4dc00abac
* all lock/unlock and unlock/lock pairs are done by RAII guards now * fixed two possible crashes at the end of battle when last stack was killed by spell. That should fix #749 and #752. * fixed a very nasty race condition, eliminating possible deadlock at the start of battle when human hero has tactics * fixed #422
549 lines
13 KiB
C++
549 lines
13 KiB
C++
#include "StdInc.h"
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#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
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#include <boost/random/linear_congruential.hpp>
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#include <boost/system/system_error.hpp>
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#include <boost/crc.hpp>
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#include <boost/interprocess/mapped_region.hpp>
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#include <boost/interprocess/shared_memory_object.hpp>
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#include "../lib/CCampaignHandler.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/Connection.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CDefObjInfoHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/CSpellHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "zlib.h"
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#include "CVCMIServer.h"
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#include "../lib/StartInfo.h"
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#include "../lib/map.h"
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#include "../lib/Interprocess.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/VCMIDirs.h"
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#include "CGameHandler.h"
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#include "../lib/CMapInfo.h"
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#include "../lib/CObjectHandler.h"
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#include "../lib/GameConstants.h"
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#include <boost/asio.hpp>
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#include "../lib/UnlockGuard.h"
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std::string NAME_AFFIX = "server";
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std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
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using namespace boost;
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using namespace boost::asio;
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using namespace boost::asio::ip;
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namespace intpr = boost::interprocess;
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bool end2 = false;
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int port = 3030;
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VCMIDirs GVCMIDirs;
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/*
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* CVCMIServer.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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static void vaccept(tcp::acceptor *ac, tcp::socket *s, boost::system::error_code *error)
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{
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ac->accept(*s,*error);
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}
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CPregameServer::CPregameServer(CConnection *Host, TAcceptor *Acceptor /*= NULL*/)
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: host(Host), listeningThreads(0), acceptor(Acceptor), upcomingConnection(NULL),
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curmap(NULL), curStartInfo(NULL), state(RUNNING)
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{
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initConnection(host);
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}
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void CPregameServer::handleConnection(CConnection *cpc)
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{
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try
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{
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while(!cpc->receivedStop)
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{
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CPackForSelectionScreen *cpfs = NULL;
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*cpc >> cpfs;
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tlog0 << "Got package to announce " << typeid(*cpfs).name() << " from " << *cpc << std::endl;
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boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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bool quitting = dynamic_cast<QuitMenuWithoutStarting*>(cpfs),
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startingGame = dynamic_cast<StartWithCurrentSettings*>(cpfs);
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if(quitting || startingGame) //host leaves main menu or wants to start game -> we end
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{
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cpc->receivedStop = true;
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if(!cpc->sendStop)
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sendPack(cpc, *cpfs);
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if(cpc == host)
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toAnnounce.push_back(cpfs);
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}
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else
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toAnnounce.push_back(cpfs);
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if(startingGame)
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{
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//wait for sending thread to announce start
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auto unlock = vstd::makeUnlockGuard(mx);
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while(state == RUNNING) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
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}
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}
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}
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catch (const std::exception& e)
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{
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boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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tlog0 << *cpc << " dies... \nWhat happened: " << e.what() << std::endl;
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}
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boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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if(state != ENDING_AND_STARTING_GAME)
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{
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connections -= cpc;
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//notify other players about leaving
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PlayerLeft *pl = new PlayerLeft();
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pl->playerID = cpc->connectionID;
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announceTxt(cpc->name + " left the game");
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toAnnounce.push_back(pl);
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if(!connections.size())
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{
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tlog0 << "Last connection lost, server will close itself...\n";
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boost::this_thread::sleep(boost::posix_time::seconds(2)); //we should never be hasty when networking
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state = ENDING_WITHOUT_START;
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}
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}
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tlog0 << "Thread listening for " << *cpc << " ended\n";
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listeningThreads--;
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vstd::clear_pointer(cpc->handler);
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}
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void CPregameServer::run()
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{
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startListeningThread(host);
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start_async_accept();
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while(state == RUNNING)
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{
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{
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boost::unique_lock<boost::recursive_mutex> myLock(mx);
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while(toAnnounce.size())
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{
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processPack(toAnnounce.front());
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toAnnounce.pop_front();
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}
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// //we end sending thread if we ordered all our connections to stop
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// ending = true;
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// BOOST_FOREACH(CPregameConnection *pc, connections)
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// if(!pc->sendStop)
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// ending = false;
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if(state != RUNNING)
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{
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tlog0 << "Stopping listening for connections...\n";
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acceptor->close();
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}
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if(acceptor)
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{
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acceptor->get_io_service().reset();
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acceptor->get_io_service().poll();
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}
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} //frees lock
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boost::this_thread::sleep(boost::posix_time::milliseconds(50));
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}
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tlog0 << "Thread handling connections ended\n";
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if(state == ENDING_AND_STARTING_GAME)
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{
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tlog0 << "Waiting for listening thread to finish...\n";
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while(listeningThreads) boost::this_thread::sleep(boost::posix_time::milliseconds(50));
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tlog0 << "Preparing new game\n";
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}
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}
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CPregameServer::~CPregameServer()
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{
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delete acceptor;
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delete upcomingConnection;
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BOOST_FOREACH(CPackForSelectionScreen *pack, toAnnounce)
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delete pack;
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toAnnounce.clear();
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//TODO pregameconnections
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}
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void CPregameServer::connectionAccepted(const boost::system::error_code& ec)
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{
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if(ec)
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{
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tlog0 << "Something wrong during accepting: " << ec.message() << std::endl;
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return;
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}
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tlog0 << "We got a new connection! :)\n";
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CConnection *pc = new CConnection(upcomingConnection, NAME);
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initConnection(pc);
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upcomingConnection = NULL;
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*pc << (ui8)pc->connectionID << curmap;
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startListeningThread(pc);
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announceTxt(pc->name + " joins the game");
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PlayerJoined *pj = new PlayerJoined();
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pj->playerName = pc->name;
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pj->connectionID = pc->connectionID;
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toAnnounce.push_back(pj);
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start_async_accept();
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}
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void CPregameServer::start_async_accept()
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{
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assert(!upcomingConnection);
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assert(acceptor);
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upcomingConnection = new TSocket(acceptor->get_io_service());
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acceptor->async_accept(*upcomingConnection, boost::bind(&CPregameServer::connectionAccepted, this, boost::asio::placeholders::error));
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}
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void CPregameServer::announceTxt(const std::string &txt, const std::string &playerName /*= "system"*/)
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{
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tlog0 << playerName << " says: " << txt << std::endl;
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ChatMessage cm;
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cm.playerName = playerName;
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cm.message = txt;
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boost::unique_lock<boost::recursive_mutex> queueLock(mx);
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toAnnounce.push_front(new ChatMessage(cm));
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}
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void CPregameServer::announcePack(const CPackForSelectionScreen &pack)
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{
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BOOST_FOREACH(CConnection *pc, connections)
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sendPack(pc, pack);
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}
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void CPregameServer::sendPack(CConnection * pc, const CPackForSelectionScreen & pack)
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{
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if(!pc->sendStop)
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{
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tlog0 << "\tSending pack of type " << typeid(pack).name() << " to " << *pc << std::endl;
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*pc << &pack;
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}
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if(dynamic_cast<const QuitMenuWithoutStarting*>(&pack))
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{
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pc->sendStop = true;
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}
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else if(dynamic_cast<const StartWithCurrentSettings*>(&pack))
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{
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pc->sendStop = true;
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}
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}
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void CPregameServer::processPack(CPackForSelectionScreen * pack)
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{
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if(dynamic_cast<CPregamePackToHost*>(pack))
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{
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sendPack(host, *pack);
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}
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else if(SelectMap *sm = dynamic_cast<SelectMap*>(pack))
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{
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vstd::clear_pointer(curmap);
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curmap = sm->mapInfo;
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sm->free = false;
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announcePack(*pack);
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}
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else if(UpdateStartOptions *uso = dynamic_cast<UpdateStartOptions*>(pack))
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{
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vstd::clear_pointer(curStartInfo);
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curStartInfo = uso->options;
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uso->free = false;
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announcePack(*pack);
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}
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else if(dynamic_cast<const StartWithCurrentSettings*>(pack))
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{
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state = ENDING_AND_STARTING_GAME;
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announcePack(*pack);
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}
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else
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announcePack(*pack);
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delete pack;
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}
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void CPregameServer::initConnection(CConnection *c)
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{
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*c >> c->name;
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connections.insert(c);
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tlog0 << "Pregame connection with player " << c->name << " established!" << std::endl;
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}
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void CPregameServer::startListeningThread(CConnection * pc)
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{
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listeningThreads++;
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pc->handler = new boost::thread(&CPregameServer::handleConnection, this, pc);
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}
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CVCMIServer::CVCMIServer()
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: io(new boost::asio::io_service()), acceptor(new TAcceptor(*io, tcp::endpoint(tcp::v4(), port))), firstConnection(NULL)
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{
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tlog4 << "CVCMIServer created!" <<std::endl;
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}
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CVCMIServer::~CVCMIServer()
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{
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//delete io;
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//delete acceptor;
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}
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CGameHandler * CVCMIServer::initGhFromHostingConnection(CConnection &c)
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{
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CGameHandler *gh = new CGameHandler();
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StartInfo si;
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c >> si; //get start options
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int problem;
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#ifdef _MSC_VER
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FILE *f;
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problem = fopen_s(&f,si.mapname.c_str(),"r");
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#else
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FILE * f = fopen(si.mapname.c_str(),"r");
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problem = !f;
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#endif
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if(problem && si.mode == StartInfo::NEW_GAME) //TODO some checking for campaigns
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{
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c << ui8(problem); //WRONG!
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return NULL;
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}
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else
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{
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if(f)
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fclose(f);
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c << ui8(0); //OK!
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}
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gh->init(&si,std::time(NULL));
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c.addStdVecItems(gh->gs);
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gh->conns.insert(&c);
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return gh;
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}
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void CVCMIServer::newGame()
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{
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CConnection &c = *firstConnection;
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ui8 clients;
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c >> clients; //how many clients should be connected
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assert(clients == 1); //multi goes now by newPregame, TODO: custom lobbies
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CGameHandler *gh = initGhFromHostingConnection(c);
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gh->run(false);
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vstd::clear_pointer(gh);
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}
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void CVCMIServer::newPregame()
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{
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CPregameServer *cps = new CPregameServer(firstConnection, acceptor);
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cps->run();
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if(cps->state == CPregameServer::ENDING_WITHOUT_START)
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{
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delete cps;
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return;
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}
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if(cps->state == CPregameServer::ENDING_AND_STARTING_GAME)
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{
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CGameHandler gh;
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gh.conns = cps->connections;
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gh.init(cps->curStartInfo,std::clock());
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BOOST_FOREACH(CConnection *c, gh.conns)
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c->addStdVecItems(gh.gs);
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gh.run(false);
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}
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}
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void CVCMIServer::start()
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{
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ServerReady *sr = NULL;
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intpr::mapped_region *mr;
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try
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{
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intpr::shared_memory_object smo(intpr::open_only,"vcmi_memory",intpr::read_write);
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smo.truncate(sizeof(ServerReady));
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mr = new intpr::mapped_region(smo,intpr::read_write);
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sr = reinterpret_cast<ServerReady*>(mr->get_address());
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}
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catch(...)
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{
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intpr::shared_memory_object smo(intpr::create_only,"vcmi_memory",intpr::read_write);
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smo.truncate(sizeof(ServerReady));
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mr = new intpr::mapped_region(smo,intpr::read_write);
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sr = new(mr->get_address())ServerReady();
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}
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boost::system::error_code error;
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tlog0<<"Listening for connections at port " << acceptor->local_endpoint().port() << std::endl;
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tcp::socket * s = new tcp::socket(acceptor->get_io_service());
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boost::thread acc(boost::bind(vaccept,acceptor,s,&error));
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sr->setToTrueAndNotify();
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delete mr;
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acc.join();
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if (error)
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{
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tlog2<<"Got connection but there is an error " << std::endl << error;
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return;
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}
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tlog0<<"We've accepted someone... " << std::endl;
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firstConnection = new CConnection(s,NAME);
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tlog0<<"Got connection!" << std::endl;
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while(!end2)
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{
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ui8 mode;
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*firstConnection >> mode;
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switch (mode)
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{
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case 0:
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firstConnection->close();
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exit(0);
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break;
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case 1:
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firstConnection->close();
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return;
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break;
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case 2:
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newGame();
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break;
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case 3:
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loadGame();
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break;
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case 4:
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newPregame();
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break;
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}
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}
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}
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void CVCMIServer::loadGame()
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{
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CConnection &c = *firstConnection;
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std::string fname;
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CGameHandler gh;
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boost::system::error_code error;
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ui8 clients;
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c >> clients >> fname; //how many clients should be connected - TODO: support more than one
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{
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char sig[8];
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CMapHeader dum;
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StartInfo *si;
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CLoadFile lf(fname + ".vlgm1");
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lf >> sig >> dum >> si;
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tlog0 <<"Reading save signature"<<std::endl;
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lf >> *VLC;
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tlog0 <<"Reading handlers"<<std::endl;
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lf >> (gh.gs);
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c.addStdVecItems(gh.gs);
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tlog0 <<"Reading gamestate"<<std::endl;
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}
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{
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CLoadFile lf(fname + ".vsgm1");
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lf >> gh;
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}
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c << ui8(0);
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CConnection* cc; //tcp::socket * ss;
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for(int i=0; i<clients; i++)
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{
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if(!i)
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{
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cc = &c;
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}
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else
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{
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tcp::socket * s = new tcp::socket(acceptor->get_io_service());
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acceptor->accept(*s,error);
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if(error) //retry
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{
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tlog3<<"Cannot establish connection - retrying..." << std::endl;
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i--;
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continue;
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}
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cc = new CConnection(s,NAME);
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cc->addStdVecItems(gh.gs);
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}
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gh.conns.insert(cc);
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}
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gh.run(true);
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}
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#ifndef __GNUC__
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int _tmain(int argc, _TCHAR* argv[])
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#else
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int main(int argc, char** argv)
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#endif
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{
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logfile = new std::ofstream((GVCMIDirs.UserPath + "/VCMI_Server_log.txt").c_str());
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console = new CConsoleHandler;
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//boost::thread t(boost::bind(&CConsoleHandler::run,::console));
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if(argc > 1)
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{
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#ifdef _MSC_VER
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port = _tstoi(argv[1]);
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#else
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port = _ttoi(argv[1]);
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#endif
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}
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tlog0 << "Port " << port << " will be used." << std::endl;
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initDLL(console,logfile);
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srand ( (ui32)time(NULL) );
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try
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{
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io_service io_service;
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CVCMIServer server;
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while(!end2)
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{
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server.start();
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}
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io_service.run();
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}
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catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
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{
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tlog1 << e.what() << std::endl;
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end2 = true;
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}HANDLE_EXCEPTION
|
|
return 0;
|
|
}
|