mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
981 lines
25 KiB
C++
981 lines
25 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 "CPlayerInterface.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.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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#ifdef VCMI_ANDROID
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#include "../lib/CAndroidVMHelper.h"
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#elif defined(VCMI_IOS)
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#include "ios/utils.h"
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#include <dispatch/dispatch.h>
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#else
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#include "../lib/Interprocess.h"
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#endif
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#ifdef SINGLE_PROCESS_APP
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#include "../server/CVCMIServer.h"
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#endif
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/NetPackVisitor.h"
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#include "../lib/StartInfo.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/campaign/CampaignState.h"
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#include "../lib/mapping/CMapInfo.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/rmg/CMapGenOptions.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/registerTypes/RegisterTypes.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/serializer/CMemorySerializer.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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#ifdef VCMI_WINDOWS
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#include <windows.h>
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#endif
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template<typename T> class CApplyOnLobby;
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const std::string CServerHandler::localhostAddress{"127.0.0.1"};
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#if defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
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extern std::atomic_bool androidTestServerReadyFlag;
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#endif
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class CBaseForLobbyApply
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{
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public:
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virtual bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const = 0;
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virtual void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const = 0;
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virtual ~CBaseForLobbyApply(){};
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template<typename U> static CBaseForLobbyApply * getApplier(const U * t = nullptr)
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{
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return new CApplyOnLobby<U>();
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}
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};
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template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
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{
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public:
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bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
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logNetwork->trace("\tImmediately apply on lobby: %s", typeList.getTypeInfo(ptr)->name());
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ptr->visit(visitor);
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return visitor.getResult();
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}
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void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
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{
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T * ptr = static_cast<T *>(pack);
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ApplyOnLobbyScreenNetPackVisitor visitor(*handler, lobby);
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logNetwork->trace("\tApply on lobby from queue: %s", typeList.getTypeInfo(ptr)->name());
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ptr->visit(visitor);
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}
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};
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template<> class CApplyOnLobby<CPack>: public CBaseForLobbyApply
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{
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public:
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bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
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{
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logGlobal->error("Cannot apply plain CPack!");
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assert(0);
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return false;
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}
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void applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler, void * pack) const override
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{
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logGlobal->error("Cannot apply plain CPack!");
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assert(0);
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}
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};
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static const std::string NAME_AFFIX = "client";
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static const std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name
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CServerHandler::CServerHandler()
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: state(EClientState::NONE), mx(std::make_shared<boost::recursive_mutex>()), client(nullptr), loadMode(0), campaignStateToSend(nullptr), campaignServerRestartLock(false)
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{
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uuid = boost::uuids::to_string(boost::uuids::random_generator()());
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//read from file to restore last session
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if(!settings["server"]["uuid"].isNull() && !settings["server"]["uuid"].String().empty())
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uuid = settings["server"]["uuid"].String();
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applier = std::make_shared<CApplier<CBaseForLobbyApply>>();
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registerTypesLobbyPacks(*applier);
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}
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void CServerHandler::resetStateForLobby(const StartInfo::EMode mode, const std::vector<std::string> * names)
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{
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hostClientId = -1;
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state = EClientState::NONE;
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th = std::make_unique<CStopWatch>();
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packsForLobbyScreen.clear();
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c.reset();
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si = std::make_shared<StartInfo>();
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playerNames.clear();
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si->difficulty = 1;
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si->mode = mode;
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myNames.clear();
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if(names && !names->empty()) //if have custom set of player names - use it
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myNames = *names;
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else
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myNames.push_back(settings["general"]["playerName"].String());
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#if !defined(VCMI_ANDROID) && !defined(SINGLE_PROCESS_APP)
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shm.reset();
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if(!settings["session"]["disable-shm"].Bool())
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{
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std::string sharedMemoryName = "vcmi_memory";
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if(settings["session"]["enable-shm-uuid"].Bool())
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{
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//used or automated testing when multiple clients start simultaneously
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sharedMemoryName += "_" + uuid;
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}
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try
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{
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shm = std::make_shared<SharedMemory>(sharedMemoryName, true);
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}
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catch(...)
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{
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shm.reset();
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logNetwork->error("Cannot open interprocess memory. Continue without it...");
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}
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}
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#endif
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}
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void CServerHandler::startLocalServerAndConnect()
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{
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if(threadRunLocalServer)
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threadRunLocalServer->join();
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th->update();
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auto errorMsg = CGI->generaltexth->translate("vcmi.server.errors.existingProcess");
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try
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{
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CConnection testConnection(localhostAddress, getDefaultPort(), NAME, uuid);
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logNetwork->error("Port is busy, check if another instance of vcmiserver is working");
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CInfoWindow::showInfoDialog(errorMsg, {});
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return;
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}
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catch(...)
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{
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//no connection means that port is not busy and we can start local server
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}
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#if defined(SINGLE_PROCESS_APP)
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boost::condition_variable cond;
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std::vector<std::string> args{"--uuid=" + uuid, "--port=" + std::to_string(getHostPort())};
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if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
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{
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args.push_back("--lobby=" + settings["session"]["address"].String());
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args.push_back("--connections=" + settings["session"]["hostConnections"].String());
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args.push_back("--lobby-port=" + std::to_string(settings["session"]["port"].Integer()));
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args.push_back("--lobby-uuid=" + settings["session"]["hostUuid"].String());
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}
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threadRunLocalServer = std::make_shared<boost::thread>([&cond, args, this] {
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setThreadName("CVCMIServer");
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CVCMIServer::create(&cond, args);
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onServerFinished();
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});
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threadRunLocalServer->detach();
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#elif defined(VCMI_ANDROID)
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{
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CAndroidVMHelper envHelper;
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envHelper.callStaticVoidMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "startServer", true);
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}
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#else
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threadRunLocalServer = std::make_shared<boost::thread>(&CServerHandler::threadRunServer, this); //runs server executable;
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#endif
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logNetwork->trace("Setting up thread calling server: %d ms", th->getDiff());
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th->update();
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#ifdef SINGLE_PROCESS_APP
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{
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#ifdef VCMI_IOS
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dispatch_sync(dispatch_get_main_queue(), ^{
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iOS_utils::showLoadingIndicator();
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});
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#endif
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boost::mutex m;
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boost::unique_lock<boost::mutex> lock{m};
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logNetwork->info("waiting for server");
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cond.wait(lock);
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logNetwork->info("server is ready");
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#ifdef VCMI_IOS
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dispatch_sync(dispatch_get_main_queue(), ^{
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iOS_utils::hideLoadingIndicator();
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});
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#endif
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}
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#elif defined(VCMI_ANDROID)
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logNetwork->info("waiting for server");
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while(!androidTestServerReadyFlag.load())
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{
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logNetwork->info("still waiting...");
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boost::this_thread::sleep(boost::posix_time::milliseconds(1000));
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}
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logNetwork->info("waiting for server finished...");
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androidTestServerReadyFlag = false;
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#else
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if(shm)
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shm->sr->waitTillReady();
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#endif
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logNetwork->trace("Waiting for server: %d ms", th->getDiff());
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th->update(); //put breakpoint here to attach to server before it does something stupid
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#if !defined(VCMI_MOBILE)
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const ui16 port = shm ? shm->sr->port : 0;
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#else
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const ui16 port = 0;
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#endif
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justConnectToServer(localhostAddress, port);
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logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
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}
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void CServerHandler::justConnectToServer(const std::string & addr, const ui16 port)
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{
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state = EClientState::CONNECTING;
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while(!c && state != EClientState::CONNECTION_CANCELLED)
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{
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try
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{
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logNetwork->info("Establishing connection...");
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c = std::make_shared<CConnection>(
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addr.size() ? addr : getHostAddress(),
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port ? port : getHostPort(),
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NAME, uuid);
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}
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catch(...)
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{
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logNetwork->error("\nCannot establish connection! Retrying within 1 second");
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boost::this_thread::sleep(boost::posix_time::seconds(1));
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}
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}
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if(state == EClientState::CONNECTION_CANCELLED)
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{
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logNetwork->info("Connection aborted by player!");
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return;
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}
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c->handler = std::make_shared<boost::thread>(&CServerHandler::threadHandleConnection, this);
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if(!addr.empty() && addr != getHostAddress())
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{
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Settings serverAddress = settings.write["server"]["server"];
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serverAddress->String() = addr;
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}
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if(port && port != getHostPort())
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{
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Settings serverPort = settings.write["server"]["port"];
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serverPort->Integer() = port;
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}
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}
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void CServerHandler::applyPacksOnLobbyScreen()
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{
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if(!c || !c->handler)
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return;
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boost::unique_lock<boost::recursive_mutex> lock(*mx);
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while(!packsForLobbyScreen.empty())
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{
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boost::unique_lock<boost::recursive_mutex> guiLock(*CPlayerInterface::pim);
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CPackForLobby * pack = packsForLobbyScreen.front();
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packsForLobbyScreen.pop_front();
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CBaseForLobbyApply * apply = applier->getApplier(typeList.getTypeID(pack)); //find the applier
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apply->applyOnLobbyScreen(static_cast<CLobbyScreen *>(SEL), this, pack);
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GH.windows().totalRedraw();
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delete pack;
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}
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}
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void CServerHandler::stopServerConnection()
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{
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if(c->handler)
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{
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while(!c->handler->timed_join(boost::posix_time::milliseconds(50)))
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applyPacksOnLobbyScreen();
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c->handler->join();
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}
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}
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std::set<PlayerColor> CServerHandler::getHumanColors()
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{
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return clientHumanColors(c->connectionID);
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}
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PlayerColor CServerHandler::myFirstColor() const
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{
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return clientFirstColor(c->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(c->connectionID, color);
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}
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ui8 CServerHandler::myFirstId() const
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{
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return clientFirstId(c->connectionID);
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}
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bool CServerHandler::isServerLocal() const
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{
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if(threadRunLocalServer)
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return true;
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return false;
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}
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bool CServerHandler::isHost() const
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{
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return c && hostClientId == c->connectionID;
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}
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bool CServerHandler::isGuest() const
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{
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return !c || hostClientId != c->connectionID;
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}
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ui16 CServerHandler::getDefaultPort()
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{
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return static_cast<ui16>(settings["server"]["port"].Integer());
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}
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std::string CServerHandler::getDefaultPortStr()
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{
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return std::to_string(getDefaultPort());
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}
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std::string CServerHandler::getHostAddress() const
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{
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if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
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return settings["server"]["server"].String();
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if(settings["session"]["host"].Bool())
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return localhostAddress;
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return settings["session"]["address"].String();
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}
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ui16 CServerHandler::getHostPort() const
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{
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if(settings["session"]["lobby"].isNull() || !settings["session"]["lobby"].Bool())
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return getDefaultPort();
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if(settings["session"]["host"].Bool())
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return getDefaultPort();
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return settings["session"]["port"].Integer();
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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 = myNames;
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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(state == EClientState::DISCONNECTING)
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return;
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state = EClientState::DISCONNECTING;
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LobbyClientDisconnected lcd;
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lcd.clientId = c->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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}
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void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
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{
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state = 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(state == 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(state == 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::setPlayerOption(ui8 what, si8 dir, 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.direction = dir;
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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::setTurnLength(int npos) const
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{
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vstd::amin(npos, GameConstants::POSSIBLE_TURNTIME.size() - 1);
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LobbySetTurnTime lstt;
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lstt.turnTime = GameConstants::POSSIBLE_TURNTIME[npos];
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sendLobbyPack(lstt);
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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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}
|
|
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::sendRestartGame() const
|
|
{
|
|
LobbyEndGame endGame;
|
|
endGame.closeConnection = false;
|
|
endGame.restart = true;
|
|
sendLobbyPack(endGame);
|
|
}
|
|
|
|
void CServerHandler::sendStartGame(bool allowOnlyAI) const
|
|
{
|
|
verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
|
|
LobbyStartGame lsg;
|
|
if(client)
|
|
{
|
|
lsg.initializedStartInfo = std::make_shared<StartInfo>(* const_cast<StartInfo *>(client->getStartInfo(true)));
|
|
lsg.initializedStartInfo->mode = StartInfo::NEW_GAME;
|
|
lsg.initializedStartInfo->seedToBeUsed = lsg.initializedStartInfo->seedPostInit = 0;
|
|
* si = * lsg.initializedStartInfo;
|
|
}
|
|
sendLobbyPack(lsg);
|
|
c->enterLobbyConnectionMode();
|
|
c->disableStackSendingByID();
|
|
}
|
|
|
|
void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState)
|
|
{
|
|
if(CMM)
|
|
CMM->disable();
|
|
client = new CClient();
|
|
|
|
switch(si->mode)
|
|
{
|
|
case StartInfo::NEW_GAME:
|
|
client->newGame(gameState);
|
|
break;
|
|
case StartInfo::CAMPAIGN:
|
|
client->newGame(gameState);
|
|
break;
|
|
case StartInfo::LOAD_GAME:
|
|
client->loadGame(gameState);
|
|
break;
|
|
default:
|
|
throw std::runtime_error("Invalid mode");
|
|
}
|
|
// After everything initialized we can accept CPackToClient netpacks
|
|
c->enterGameplayConnectionMode(client->gameState());
|
|
state = EClientState::GAMEPLAY;
|
|
|
|
//store settings to continue game
|
|
if(!isServerLocal() && isGuest())
|
|
{
|
|
Settings saveSession = settings.write["server"]["reconnect"];
|
|
saveSession->Bool() = true;
|
|
Settings saveUuid = settings.write["server"]["uuid"];
|
|
saveUuid->String() = uuid;
|
|
Settings saveNames = settings.write["server"]["names"];
|
|
saveNames->Vector().clear();
|
|
for(auto & name : myNames)
|
|
{
|
|
JsonNode jsonName;
|
|
jsonName.String() = name;
|
|
saveNames->Vector().push_back(jsonName);
|
|
}
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
c->enterLobbyConnectionMode();
|
|
c->disableStackSendingByID();
|
|
|
|
//reset settings
|
|
Settings saveSession = settings.write["server"]["reconnect"];
|
|
saveSession->Bool() = false;
|
|
}
|
|
|
|
void CServerHandler::startCampaignScenario(std::shared_ptr<CampaignState> cs)
|
|
{
|
|
std::shared_ptr<CampaignState> ourCampaign = cs;
|
|
|
|
if (!cs)
|
|
ourCampaign = si->campState;
|
|
|
|
GH.dispatchMainThread([ourCampaign]()
|
|
{
|
|
CSH->campaignServerRestartLock.set(true);
|
|
CSH->endGameplay();
|
|
|
|
auto & epilogue = ourCampaign->scenario(*ourCampaign->lastScenario()).epilog;
|
|
auto finisher = [=]()
|
|
{
|
|
if(!ourCampaign->isCampaignFinished())
|
|
{
|
|
GH.windows().pushWindow(CMM);
|
|
GH.windows().pushWindow(CMM->menu);
|
|
CMM->openCampaignLobby(ourCampaign);
|
|
}
|
|
};
|
|
if(epilogue.hasPrologEpilog)
|
|
{
|
|
GH.windows().createAndPushWindow<CPrologEpilogVideo>(epilogue, finisher);
|
|
}
|
|
else
|
|
{
|
|
CSH->campaignServerRestartLock.waitUntil(false);
|
|
finisher();
|
|
}
|
|
});
|
|
}
|
|
|
|
void CServerHandler::showServerError(std::string txt)
|
|
{
|
|
CInfoWindow::showInfoDialog(txt, {});
|
|
}
|
|
|
|
int CServerHandler::howManyPlayerInterfaces()
|
|
{
|
|
int playerInts = 0;
|
|
for(auto pint : client->playerint)
|
|
{
|
|
if(dynamic_cast<CPlayerInterface *>(pint.second.get()))
|
|
playerInts++;
|
|
}
|
|
|
|
return playerInts;
|
|
}
|
|
|
|
ui8 CServerHandler::getLoadMode()
|
|
{
|
|
if(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::restoreLastSession()
|
|
{
|
|
auto loadSession = [this]()
|
|
{
|
|
uuid = settings["server"]["uuid"].String();
|
|
for(auto & name : settings["server"]["names"].Vector())
|
|
myNames.push_back(name.String());
|
|
resetStateForLobby(StartInfo::LOAD_GAME, &myNames);
|
|
screenType = ESelectionScreen::loadGame;
|
|
justConnectToServer(settings["server"]["server"].String(), settings["server"]["port"].Integer());
|
|
};
|
|
|
|
auto cleanUpSession = []()
|
|
{
|
|
//reset settings
|
|
Settings saveSession = settings.write["server"]["reconnect"];
|
|
saveSession->Bool() = false;
|
|
};
|
|
|
|
CInfoWindow::showYesNoDialog(VLC->generaltexth->translate("vcmi.server.confirmReconnect"), {}, loadSession, cleanUpSession);
|
|
}
|
|
|
|
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::SAVEGAME));
|
|
screenType = ESelectionScreen::loadGame;
|
|
}
|
|
else
|
|
{
|
|
resetStateForLobby(StartInfo::NEW_GAME);
|
|
mapInfo->mapInit(filename);
|
|
screenType = ESelectionScreen::newGame;
|
|
}
|
|
if(settings["session"]["donotstartserver"].Bool())
|
|
justConnectToServer(localhostAddress, 3030);
|
|
else
|
|
startLocalServerAndConnect();
|
|
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(100));
|
|
|
|
while(!settings["session"]["headless"].Bool() && !GH.windows().topWindow<CLobbyScreen>())
|
|
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));
|
|
}
|
|
}
|
|
|
|
class ServerHandlerCPackVisitor : public VCMI_LIB_WRAP_NAMESPACE(ICPackVisitor)
|
|
{
|
|
private:
|
|
CServerHandler & handler;
|
|
|
|
public:
|
|
ServerHandlerCPackVisitor(CServerHandler & handler)
|
|
:handler(handler)
|
|
{
|
|
}
|
|
|
|
virtual bool callTyped() override { return false; }
|
|
|
|
virtual void visitForLobby(CPackForLobby & lobbyPack) override
|
|
{
|
|
handler.visitForLobby(lobbyPack);
|
|
}
|
|
|
|
virtual void visitForClient(CPackForClient & clientPack) override
|
|
{
|
|
handler.visitForClient(clientPack);
|
|
}
|
|
};
|
|
|
|
void CServerHandler::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
|
|
{
|
|
ServerHandlerCPackVisitor visitor(*this);
|
|
pack->visit(visitor);
|
|
}
|
|
}
|
|
}
|
|
//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;
|
|
|
|
GH.dispatchMainThread([]()
|
|
{
|
|
CSH->endGameplay();
|
|
GH.defActionsDef = 63;
|
|
CMM->menu->switchToTab("main");
|
|
});
|
|
}
|
|
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::visitForLobby(CPackForLobby & lobbyPack)
|
|
{
|
|
if(applier->getApplier(typeList.getTypeID(&lobbyPack))->applyOnLobbyHandler(this, &lobbyPack))
|
|
{
|
|
if(!settings["session"]["headless"].Bool())
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(*mx);
|
|
packsForLobbyScreen.push_back(&lobbyPack);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CServerHandler::visitForClient(CPackForClient & clientPack)
|
|
{
|
|
client->handlePack(&clientPack);
|
|
}
|
|
|
|
void CServerHandler::threadRunServer()
|
|
{
|
|
#if !defined(VCMI_MOBILE)
|
|
setThreadName("CServerHandler::threadRunServer");
|
|
const std::string logName = (VCMIDirs::get().userLogsPath() / "server_log.txt").string();
|
|
std::string comm = VCMIDirs::get().serverPath().string()
|
|
+ " --port=" + std::to_string(getHostPort())
|
|
+ " --run-by-client"
|
|
+ " --uuid=" + uuid;
|
|
if(settings["session"]["lobby"].Bool() && settings["session"]["host"].Bool())
|
|
{
|
|
comm += " --lobby=" + settings["session"]["address"].String();
|
|
comm += " --connections=" + settings["session"]["hostConnections"].String();
|
|
comm += " --lobby-port=" + std::to_string(settings["session"]["port"].Integer());
|
|
comm += " --lobby-uuid=" + settings["session"]["hostUuid"].String();
|
|
}
|
|
|
|
if(shm)
|
|
{
|
|
comm += " --enable-shm";
|
|
if(settings["session"]["enable-shm-uuid"].Bool())
|
|
comm += " --enable-shm-uuid";
|
|
}
|
|
comm += " > \"" + logName + '\"';
|
|
logGlobal->info("Server command line: %s", comm);
|
|
|
|
#ifdef VCMI_WINDOWS
|
|
int result = -1;
|
|
const auto bufSize = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), nullptr, 0);
|
|
if(bufSize > 0)
|
|
{
|
|
std::wstring wComm(bufSize, {});
|
|
const auto convertResult = ::MultiByteToWideChar(CP_UTF8, 0, comm.c_str(), comm.size(), &wComm[0], bufSize);
|
|
if(convertResult > 0)
|
|
result = ::_wsystem(wComm.c_str());
|
|
else
|
|
logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to convert server launch command to wide string: " + comm);
|
|
}
|
|
else
|
|
logNetwork->error("Error " + std::to_string(GetLastError()) + ": failed to obtain buffer length to convert server launch command to wide string : " + comm);
|
|
#else
|
|
int result = std::system(comm.c_str());
|
|
#endif
|
|
if (result == 0)
|
|
{
|
|
logNetwork->info("Server closed correctly");
|
|
}
|
|
else
|
|
{
|
|
logNetwork->error("Error: server failed to close correctly or crashed!");
|
|
logNetwork->error("Check %s for more info", logName);
|
|
}
|
|
onServerFinished();
|
|
#endif
|
|
}
|
|
|
|
void CServerHandler::onServerFinished()
|
|
{
|
|
threadRunLocalServer.reset();
|
|
CSH->campaignServerRestartLock.setn(false);
|
|
}
|
|
|
|
void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
|
|
{
|
|
if(state != EClientState::STARTING)
|
|
c->sendPack(&pack);
|
|
}
|