File: ServerApp.cpp

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#include "ServerApp.h"

#include <ctime>
#include <numeric>
#include <stdexcept>
#include <thread>
#include <boost/date_time/posix_time/time_formatters.hpp>
#include <boost/filesystem/exception.hpp>
#include <boost/filesystem/fstream.hpp>
#include <boost/filesystem/operations.hpp>
#include <boost/functional/hash.hpp>
#include <boost/iostreams/filter/zlib.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/uuid/random_generator.hpp>
#include <boost/uuid/uuid_io.hpp>
#include "SaveLoad.h"
#include "ServerFSM.h"
#include "UniverseGenerator.h"
#include "../combat/CombatEvents.h"
#include "../combat/CombatLogManager.h"
#include "../combat/CombatSystem.h"
#include "../Empire/Empire.h"
#include "../Empire/Government.h"
#include "../parse/Parse.h"
#include "../parse/PythonParser.h"
#include "../universe/Building.h"
#include "../universe/Condition.h"
#include "../universe/Fleet.h"
#include "../universe/FleetPlan.h"
#include "../universe/Planet.h"
#include "../universe/ShipDesign.h"
#include "../universe/Ship.h"
#include "../universe/Special.h"
#include "../universe/Species.h"
#include "../universe/System.h"
#include "../universe/Tech.h"
#include "../universe/UnlockableItem.h"
#include "../universe/ValueRef.h"
#include "../util/Directories.h"
#include "../util/GameRules.h"
#include "../util/i18n.h"
#include "../util/Logger.h"
#include "../util/LoggerWithOptionsDB.h"
#include "../util/OptionsDB.h"
#include "../util/Order.h"
#include "../util/OrderSet.h"
#include "../util/Pending.h"
#include "../util/Random.h"
#include "../util/SaveGamePreviewUtils.h"
#include "../util/ScopedTimer.h"
#include "../util/SitRepEntry.h"
#include "../util/ThreadPool.h"
#include "../util/Version.h"

namespace fs = boost::filesystem;

namespace {
    DeclareThreadSafeLogger(effects);
    DeclareThreadSafeLogger(combat);

    //If there's only one other empire, return their ID:
    int EnemyId(int empire_id, const std::set<int> &empire_ids) {
        if (empire_ids.size() == 2) {
            for (int enemy_id : empire_ids) {
                if (enemy_id != empire_id)
                    return enemy_id;
            }
        }
        return ALL_EMPIRES;
    }

    template <typename T>
    auto to_span(const boost::container::flat_set<T>& rhs)
    { return std::span<const T>{rhs.begin(), rhs.end()}; }
};

void Seed(unsigned int seed);


////////////////////////////////////////////////
// ServerApp
////////////////////////////////////////////////
ServerApp::ServerApp() :
    IApp(),
    m_signals(m_io_context, SIGINT, SIGTERM),
    m_timer(m_io_context),
    m_networking(m_io_context,
                 boost::bind(&ServerApp::HandleNonPlayerMessage, this, boost::placeholders::_1, boost::placeholders::_2),
                 boost::bind(&ServerApp::HandleMessage, this, boost::placeholders::_1, boost::placeholders::_2),
                 boost::bind(&ServerApp::PlayerDisconnected, this, boost::placeholders::_1)),
    m_fsm(std::make_unique<ServerFSM>(*this)),
    m_chat_history(1000)
{
    // Force the log file if requested.
    if (GetOptionsDB().Get<std::string>("log-file").empty()) {
        const std::string SERVER_LOG_FILENAME(PathToString(GetUserDataDir() / "freeoriond.log"));
        GetOptionsDB().Set("log-file", SERVER_LOG_FILENAME);
    }
    // Force the log threshold if requested.
    auto force_log_level = GetOptionsDB().Get<std::string>("log-level");
    if (!force_log_level.empty())
        OverrideAllLoggersThresholds(to_LogLevel(force_log_level));

    InitLoggingSystem(GetOptionsDB().Get<std::string>("log-file"), "Server");
    InitLoggingOptionsDBSystem();

    InfoLogger() << FreeOrionVersionString();
    LogDependencyVersions();

    m_galaxy_setup_data.seed =           GetOptionsDB().Get<std::string>("setup.seed");
    m_galaxy_setup_data.size =           GetOptionsDB().Get<int>("setup.star.count");
    m_galaxy_setup_data.shape =          GetOptionsDB().Get<Shape>("setup.galaxy.shape");
    m_galaxy_setup_data.age =            GetOptionsDB().Get<GalaxySetupOptionGeneric>("setup.galaxy.age");
    m_galaxy_setup_data.starlane_freq =  GetOptionsDB().Get<GalaxySetupOptionGeneric>("setup.starlane.frequency");
    m_galaxy_setup_data.planet_density = GetOptionsDB().Get<GalaxySetupOptionGeneric>("setup.planet.density");
    m_galaxy_setup_data.specials_freq =  GetOptionsDB().Get<GalaxySetupOptionGeneric>("setup.specials.frequency");
    m_galaxy_setup_data.monster_freq =   GetOptionsDB().Get<GalaxySetupOptionMonsterFreq>("setup.monster.frequency");
    m_galaxy_setup_data.native_freq =    GetOptionsDB().Get<GalaxySetupOptionGeneric>("setup.native.frequency");
    m_galaxy_setup_data.ai_aggr =        GetOptionsDB().Get<Aggression>("setup.ai.aggression");
    m_galaxy_setup_data.game_uid =       GetOptionsDB().Get<std::string>("setup.game.uid");

    // Initialize Python before FSM initialization
    // to be able use it for parsing
    InitializePython();
    if (!m_python_server.IsPythonRunning())
        throw std::runtime_error("Python not initialized");

    if (GetOptionsDB().Get<int>("network.server.python.asyncio-interval") > 0) {
        m_timer.expires_after(std::chrono::seconds(GetOptionsDB().Get<int>("network.server.python.asyncio-interval")));
        m_timer.async_wait(boost::bind(&ServerApp::AsyncIOTimedoutHandler,
                                       this,
                                       boost::asio::placeholders::error));
    }

    // Start parsing content before FSM initialization
    // to have data initialized before autostart execution
    std::promise<void> barrier;
    std::future<void> barrier_future = barrier.get_future();
    StartBackgroundParsing(PythonParser(m_python_server, GetResourceDir() / "scripting"), std::move(barrier));
    barrier_future.wait();

    m_fsm->initiate();

    namespace ph = boost::placeholders;

    m_empires.DiplomaticStatusChangedSignal.connect(
        boost::bind(&ServerApp::HandleDiplomaticStatusChange, this, ph::_1, ph::_2));
    m_empires.DiplomaticMessageChangedSignal.connect(
        boost::bind(&ServerApp::HandleDiplomaticMessageChange,this, ph::_1, ph::_2));

    m_networking.MessageSentSignal.connect(
        boost::bind(&ServerApp::UpdateEmpireTurnReceived, this, ph::_1, ph::_2, ph::_3));

    m_signals.async_wait(boost::bind(&ServerApp::SignalHandler, this, ph::_1, ph::_2));
}

ServerApp::~ServerApp() {
    DebugLogger() << "ServerApp::~ServerApp";

    // Calling Py_Finalize here causes segfault when m_python_server destructing with its python
    // object fields

    CleanupAIs();

    DebugLogger() << "Server exited cleanly.";
}

void ServerApp::operator()()
{ Run(); }

void ServerApp::SignalHandler(const boost::system::error_code& error, int signal_number) {
    if (error)
        ErrorLogger() << "Exiting due to OS error (" << error.value() << ") " << error.message();
    m_fsm->process_event(ShutdownServer());
}

namespace {
    std::string AIClientExe() {
        static constexpr auto ai_client_exe_filename =
#ifdef FREEORION_WIN32
            "freeorionca.exe";
#else
            "freeorionca";
#endif
        return PathToString(GetBinDir() / ai_client_exe_filename);
    }
}

#ifdef FREEORION_MACOSX
#include <stdlib.h>
#endif

void ServerApp::StartBackgroundParsing(const PythonParser& python, std::promise<void>&& barrier) {
    IApp::StartBackgroundParsing(python, std::move(barrier));
    const auto& rdir = GetResourceDir();

    if (fs::exists(rdir / "scripting/starting_unlocks/items.inf"))
        m_universe.SetInitiallyUnlockedItems(Pending::StartAsyncParsing(parse::items, rdir / "scripting/starting_unlocks/items.inf"));
    else
        ErrorLogger() << "Background parse path doesn't exist: " << (rdir / "scripting/starting_unlocks/items.inf").string();

    if (fs::exists(rdir / "scripting/starting_unlocks/buildings.inf"))
        m_universe.SetInitiallyUnlockedBuildings(Pending::StartAsyncParsing(parse::starting_buildings, rdir / "scripting/starting_unlocks/buildings.inf"));
    else
        ErrorLogger() << "Background parse path doesn't exist: " << (rdir / "scripting/starting_unlocks/buildings.inf").string();

    if (fs::exists(rdir / "scripting/starting_unlocks/fleets.inf"))
        m_universe.SetInitiallyUnlockedFleetPlans(Pending::StartAsyncParsing(parse::fleet_plans, rdir / "scripting/starting_unlocks/fleets.inf"));
    else
        ErrorLogger() << "Background parse path doesn't exist: " << (rdir / "scripting/starting_unlocks/fleets.inf").string();

    if (fs::exists(rdir / "scripting/monster_fleets.inf"))
        m_universe.SetMonsterFleetPlans(Pending::StartAsyncParsing(parse::monster_fleet_plans, rdir / "scripting/monster_fleets.inf"));
    else
        ErrorLogger() << "Background parse path doesn't exist: " << (rdir / "scripting/monster_fleets.inf").string();

    if (fs::exists(rdir / "scripting/empire_statistics"))
        m_universe.SetEmpireStats(Pending::StartAsyncParsing(parse::statistics, rdir / "scripting/empire_statistics"));
    else
        ErrorLogger() << "Background parse path doesn't exist: " << (rdir / "scripting/empire_statistics").string();
}

void ServerApp::CreateAIClients(const std::vector<PlayerSetupData>& player_setup_data, int max_aggression) {
    DebugLogger() << "ServerApp::CreateAIClients: " << player_setup_data.size() << " player (maybe not all AIs) at max aggression: " << max_aggression;
    // check if AI clients are needed for given setup data
    bool need_AIs = false;
    for (const PlayerSetupData& psd : player_setup_data) {
        if (psd.client_type == Networking::ClientType::CLIENT_TYPE_AI_PLAYER) {
            need_AIs = true;
            break;
        }
    }
    if (need_AIs)
        m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::STARTING_AIS));


    // disconnect any old AI clients
    CleanupAIs();

    if (!need_AIs)
        return;

#ifdef FREEORION_MACOSX
    // On OSX set environment variable DYLD_LIBRARY_PATH to python framework folder
    // bundled with app, so the dynamic linker uses the bundled python library.
    // Otherwise the dynamic linker will look for a correct python lib in system
    // paths, and if it can't find it, throw an error and terminate!
    // Setting environment variable here, spawned child processes will inherit it.
    setenv("DYLD_LIBRARY_PATH", GetPythonHome().string().c_str(), 1);
#endif

    // binary / executable to run for AI clients
    const std::string AI_CLIENT_EXE = AIClientExe();


    // TODO: add other command line args to AI client invocation as needed
    std::vector<std::string> args, arg;
    args.push_back("\"" + AI_CLIENT_EXE + "\"");
    args.push_back("place_holder");
    std::size_t player_pos = args.size()-1;
    std::stringstream max_aggr_str;
    max_aggr_str << max_aggression;
    args.push_back(max_aggr_str.str());
    args.push_back("--resource.path");
    args.push_back("\"" + GetOptionsDB().Get<std::string>("resource.path") + "\"");

    auto force_log_level = GetOptionsDB().Get<std::string>("log-level");
    if (!force_log_level.empty()) {
        args.push_back("--log-level");
        args.push_back(GetOptionsDB().Get<std::string>("log-level"));
    }

    if (GetOptionsDB().Get<bool>("testing")) {
        args.push_back("--testing");
#ifdef FREEORION_LINUX
        // Dirty hack to output log to console.
        args.push_back("--log-file");
        args.push_back("/proc/self/fd/1");
#endif
    }

    args.push_back("--ai-path");
    args.push_back(GetOptionsDB().Get<std::string>("ai-path"));
    DebugLogger() << "starting AIs with " << AI_CLIENT_EXE ;
    DebugLogger() << "ai-aggression set to " << max_aggression;
    DebugLogger() << "ai-path set to '" << GetOptionsDB().Get<std::string>("ai-path") << "'";
    std::string ai_config = GetOptionsDB().Get<std::string>("ai-config");
    if (!ai_config.empty()) {
        args.push_back("--ai-config");
        args.push_back(ai_config);
        DebugLogger() << "ai-config set to '" << ai_config << "'";
    } else {
        DebugLogger() << "ai-config not set.";
    }
    std::string ai_log_dir = GetOptionsDB().Get<std::string>("ai-log-dir");
    if (!ai_log_dir.empty()) {
        args.push_back("--ai-log-dir");
        args.push_back(ai_log_dir);
        DebugLogger() << "ai-log-dir set to '" << ai_log_dir << "'";
    } else {
        DebugLogger() << "ai-log-dir not set.";
    }

    // for each AI client player, create a new AI client process
    for (const PlayerSetupData& psd : player_setup_data) {
        if (psd.client_type != Networking::ClientType::CLIENT_TYPE_AI_PLAYER)
            continue;

        // check that AIs have a name, as they will be sorted later based on it
        std::string player_name = psd.player_name;
        if (player_name.empty()) {
            ErrorLogger() << "ServerApp::CreateAIClients can't create a player with no name.";
            return;
        }

        args[player_pos] = player_name;
        m_ai_client_processes.insert_or_assign(player_name, Process(AI_CLIENT_EXE, args));

        DebugLogger() << "done starting AI " << player_name;
    }

    // set initial AI process priority to low
    SetAIsProcessPriorityToLow(true);
}

Empire* ServerApp::GetEmpire(int id)
{ return m_empires.GetEmpire(id).get(); }

std::string ServerApp::GetVisibleObjectName(const UniverseObject& object)
{ return object.Name(); }

void ServerApp::Run() {
    DebugLogger() << "FreeOrion server waiting for network events";
    try {
        while (1) {
            if (m_io_context.run_one())
                m_networking.HandleNextEvent();
            else
                break;
        }
    } catch (const NormalExitException&)
    {}
}

void ServerApp::InitializePython() {
    if (m_python_server.IsPythonRunning())
        return;

    if (m_python_server.Initialize())
        return;

    ErrorLogger() << "Server's python interpreter failed to initialize.";
}

void ServerApp::AsyncIOTimedoutHandler(const boost::system::error_code& error) {
    if (error) {
        DebugLogger() << "Turn timed out cancelled";
        return;
    }

    bool success = false;
    try {
        success = m_python_server.AsyncIOTick();
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Attempting to restart.";
            if (m_python_server.Initialize()) {
                ErrorLogger() << "Python interpreter successfully restarted.";
            } else {
                ErrorLogger() << "Python interpreter failed to restart.  Exiting.";
                m_fsm->process_event(ShutdownServer());
            }
        }
    }

    if (success) {
        if (GetOptionsDB().Get<int>("network.server.python.asyncio-interval") > 0) {
            m_timer.expires_after(std::chrono::seconds(GetOptionsDB().Get<int>("network.server.python.asyncio-interval")));
            m_timer.async_wait(boost::bind(&ServerApp::AsyncIOTimedoutHandler,
                                             this,
                                             boost::asio::placeholders::error));
        }
    } else {
        ErrorLogger() << "Python scripted authentication failed.";
        ServerApp::GetApp()->Networking().SendMessageAll(ErrorMessage(UserStringNop("SERVER_TURN_EVENTS_ERRORS"),
                                                                      false));
    }
}

void ServerApp::UpdateEmpireTurnReceived(bool success, int empire_id, int turn) {
    if (success) {
        if (auto empire = m_empires.GetEmpire(empire_id)) {
            empire->SetLastTurnReceived(turn);
        }
    }
}

void ServerApp::CleanupAIs() {
    if (m_ai_client_processes.empty() && m_networking.empty())
        return;

    DebugLogger() << "ServerApp::CleanupAIs() telling AIs game is ending";

    bool ai_connection_lingering = false;
    try {
        for (PlayerConnectionPtr player : m_networking) {
            if (player->GetClientType() == Networking::ClientType::CLIENT_TYPE_AI_PLAYER) {
                player->SendMessage(EndGameMessage(Message::EndGameReason::PLAYER_DISCONNECT));
                ai_connection_lingering = true;
            }
        }
    } catch (...) {
        ErrorLogger() << "ServerApp::CleanupAIs() exception while sending end game messages";
    }

    if (ai_connection_lingering) {
        // time for AIs to react?
        DebugLogger() << "ServerApp::CleanupAIs() waiting 1 second for AI processes to clean up...";
        std::this_thread::sleep_for(std::chrono::seconds(1));
    }

    DebugLogger() << "ServerApp::CleanupAIs() killing " << m_ai_client_processes.size() << " AI clients.";
    try {
        for (auto& process : m_ai_client_processes)
        { process.second.Kill(); }
    } catch (...) {
        ErrorLogger() << "ServerApp::CleanupAIs() exception while killing processes";
    }

    m_ai_client_processes.clear();
}

void ServerApp::SetAIsProcessPriorityToLow(bool set_to_low) {
    for (auto& process : m_ai_client_processes) {
        if(!(process.second.SetLowPriority(set_to_low))) {
            if (set_to_low)
                ErrorLogger() << "ServerApp::SetAIsProcessPriorityToLow : failed to lower priority for AI process";
            else
#ifdef FREEORION_WIN32
                ErrorLogger() << "ServerApp::SetAIsProcessPriorityToLow : failed to raise priority for AI process";
#else
                ErrorLogger() << "ServerApp::SetAIsProcessPriorityToLow : cannot raise priority for AI process, requires superuser privileges on this system";
#endif
        }
    }
}

void ServerApp::HandleMessage(const Message& msg, PlayerConnectionPtr player_connection) {

    //DebugLogger() << "ServerApp::HandleMessage type " << msg.Type();
    m_networking.UpdateCookie(player_connection->Cookie()); // update cookie expire date

    switch (msg.Type()) {
    case Message::MessageType::HOST_SP_GAME:             m_fsm->process_event(HostSPGame(msg, player_connection));       break;
    case Message::MessageType::START_MP_GAME:            m_fsm->process_event(StartMPGame(msg, player_connection));      break;
    case Message::MessageType::LOBBY_UPDATE:             m_fsm->process_event(LobbyUpdate(msg, player_connection));      break;
    case Message::MessageType::SAVE_GAME_INITIATE:       m_fsm->process_event(SaveGameRequest(msg, player_connection));  break;
    case Message::MessageType::TURN_ORDERS:              m_fsm->process_event(TurnOrders(msg, player_connection));       break;
    case Message::MessageType::TURN_PARTIAL_ORDERS:      m_fsm->process_event(TurnPartialOrders(msg, player_connection));break;
    case Message::MessageType::UNREADY:                  m_fsm->process_event(RevokeReadiness(msg, player_connection));  break;
    case Message::MessageType::PLAYER_CHAT:              m_fsm->process_event(PlayerChat(msg, player_connection));       break;
    case Message::MessageType::DIPLOMACY:                m_fsm->process_event(Diplomacy(msg, player_connection));        break;
    case Message::MessageType::MODERATOR_ACTION:         m_fsm->process_event(ModeratorAct(msg, player_connection));     break;
    case Message::MessageType::ELIMINATE_SELF:           m_fsm->process_event(EliminateSelf(msg, player_connection));    break;
    case Message::MessageType::AUTO_TURN:                m_fsm->process_event(AutoTurn(msg, player_connection));         break;
    case Message::MessageType::REVERT_ORDERS:            m_fsm->process_event(RevertOrders(msg, player_connection));     break;

    case Message::MessageType::ERROR_MSG:
    case Message::MessageType::DEBUG:                    break;

    case Message::MessageType::SHUT_DOWN_SERVER:         HandleShutdownMessage(msg, player_connection);  break;
    case Message::MessageType::AI_END_GAME_ACK:          m_fsm->process_event(LeaveGame(msg, player_connection));        break;

    case Message::MessageType::REQUEST_SAVE_PREVIEWS:    UpdateSavePreviews(msg, player_connection); break;
    case Message::MessageType::REQUEST_COMBAT_LOGS:      m_fsm->process_event(RequestCombatLogs(msg, player_connection));break;
    case Message::MessageType::LOGGER_CONFIG:            HandleLoggerConfig(msg, player_connection); break;

    default:
        ErrorLogger() << "ServerApp::HandleMessage : Received an unknown message type \"" << msg.Type() << "\".  Terminating connection.";
        m_networking.Disconnect(player_connection);
        break;
    }
}

void ServerApp::HandleShutdownMessage(const Message& msg, PlayerConnectionPtr player_connection) {
    int player_id = player_connection->PlayerID();
    bool is_host = m_networking.PlayerIsHost(player_id);
    if (!is_host) {
        DebugLogger() << "ServerApp::HandleShutdownMessage rejecting shut down message from non-host player";
        return;
    }
    DebugLogger() << "ServerApp::HandleShutdownMessage shutting down";
    m_fsm->process_event(ShutdownServer());
}

void ServerApp::HandleLoggerConfig(const Message& msg, PlayerConnectionPtr player_connection) {
    int player_id = player_connection->PlayerID();
    bool is_host = m_networking.PlayerIsHost(player_id);
    if (!is_host && m_networking.HostPlayerID() != Networking::INVALID_PLAYER_ID) {
        WarnLogger() << "ServerApp::HandleLoggerConfig rejecting message from non-host player id = " << player_id;
        return;
    }

    DebugLogger() << "Handling logging config message from the host.";
    auto options = ExtractLoggerConfigMessageData(msg);
    SetLoggerThresholds(options);

    // Forward the message to all the AIs
    const auto relay_options_message = LoggerConfigMessage(Networking::INVALID_PLAYER_ID, options);
    for (auto players_it = m_networking.established_begin();
         players_it != m_networking.established_end(); ++players_it)
    {
        if ((*players_it)->GetClientType() == Networking::ClientType::CLIENT_TYPE_AI_PLAYER) {
            DebugLogger() << "Forwarding logging thresholds to AI " << (*players_it)->PlayerID();
            (*players_it)->SendMessage(relay_options_message);
        }
    }
}

void ServerApp::HandleNonPlayerMessage(const Message& msg, PlayerConnectionPtr player_connection) {
    switch (msg.Type()) {
    case Message::MessageType::HOST_SP_GAME:  m_fsm->process_event(HostSPGame(msg, player_connection));   break;
    case Message::MessageType::HOST_MP_GAME:  m_fsm->process_event(HostMPGame(msg, player_connection));   break;
    case Message::MessageType::JOIN_GAME:     m_fsm->process_event(JoinGame(msg, player_connection));     break;
    case Message::MessageType::AUTH_RESPONSE: m_fsm->process_event(AuthResponse(msg, player_connection)); break;
    case Message::MessageType::ERROR_MSG:     m_fsm->process_event(Error(msg, player_connection));        break;
    case Message::MessageType::DEBUG:         break;
    default:
        if ((m_networking.size() == 1) &&
            (player_connection->IsLocalConnection()) &&
            (msg.Type() == Message::MessageType::SHUT_DOWN_SERVER))
        {
            DebugLogger() << "ServerApp::HandleNonPlayerMessage received Message::SHUT_DOWN_SERVER from the sole "
                          << "connected player, who is local and so the request is being honored; server shutting down.";
            m_fsm->process_event(ShutdownServer());
        } else {
            ErrorLogger() << "ServerApp::HandleNonPlayerMessage : Received an invalid message type \""
                                            << msg.Type() << "\" for a non-player Message.  Terminating connection.";
            m_networking.Disconnect(player_connection);
            break;
        }
    }
}

void ServerApp::PlayerDisconnected(PlayerConnectionPtr player_connection)
{ m_fsm->process_event(Disconnection(player_connection)); }

void ServerApp::ShutdownTimedoutHandler(boost::system::error_code error) {
    if (error)
        DebugLogger() << "Shutdown timed out cancelled";

    DebugLogger() << "Shutdown timed out.  Disconnecting remaining clients.";
    m_fsm->process_event(DisconnectClients());
}

void ServerApp::SelectNewHost() {
    int new_host_id = Networking::INVALID_PLAYER_ID;
    int old_host_id = m_networking.HostPlayerID();

    DebugLogger() << "ServerApp::SelectNewHost old host id: " << old_host_id;

    // scan through players for a human to host
    for (auto players_it = m_networking.established_begin();
         players_it != m_networking.established_end(); ++players_it)
    {
        PlayerConnectionPtr player_connection = *players_it;
        if (player_connection->GetClientType() == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER ||
            player_connection->GetClientType() == Networking::ClientType::CLIENT_TYPE_HUMAN_OBSERVER ||
            player_connection->GetClientType() == Networking::ClientType::CLIENT_TYPE_HUMAN_MODERATOR)
        { new_host_id = player_connection->PlayerID(); }
    }

    if (new_host_id == Networking::INVALID_PLAYER_ID) {
        // couldn't find a host... abort
        DebugLogger() << "ServerApp::SelectNewHost : Host disconnected and couldn't find a replacement.";
        m_networking.SendMessageAll(ErrorMessage(UserStringNop("SERVER_UNABLE_TO_SELECT_HOST"), false));
    }

    // set new host ID
    m_networking.SetHostPlayerID(new_host_id);

    // inform players.
    for (PlayerConnectionPtr player : m_networking) {
        if (player->PlayerID() != old_host_id)
            player->SendMessage(HostIDMessage(new_host_id));
    }
}

void ServerApp::NewSPGameInit(const SinglePlayerSetupData& single_player_setup_data) {
    // associate player IDs with player setup data.  the player connection with
    // id == m_networking.HostPlayerID() should be the human player in
    // PlayerSetupData.  AI player connections are assigned one of the remaining
    // PlayerSetupData entries that is for an AI player.
    const auto& player_setup_data = single_player_setup_data.players;
    NewGameInitConcurrentWithJoiners(single_player_setup_data, player_setup_data);
}

bool ServerApp::VerifySPGameAIs(const SinglePlayerSetupData& single_player_setup_data) {
    const auto& player_setup_data = single_player_setup_data.players;
    return NewGameInitVerifyJoiners(player_setup_data);
}

void ServerApp::NewMPGameInit(const MultiplayerLobbyData& multiplayer_lobby_data) {
    // associate player IDs with player setup data by matching player IDs when
    // available (human) and names (for AI clients which didn't have an ID
    // before now because the lobby data was set up without connected/established
    // clients for the AIs.
    const auto& player_setup_data = multiplayer_lobby_data.players;
    std::vector<PlayerSetupData> psds;

    for (const auto& entry : player_setup_data) {
        const PlayerSetupData& psd = entry.second;
        if (psd.client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER ||
            psd.client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_OBSERVER ||
            psd.client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_MODERATOR)
        {
            // Human players have consistent IDs, so these can be easily
            // matched between established player connections and setup data.

            // find player connection with same ID as this player setup data
            bool found_matched_id_connection = false;
            int player_id = entry.first;
            for (auto established_player_it = m_networking.established_begin();
                 established_player_it != m_networking.established_end(); ++established_player_it)
            {
                const PlayerConnectionPtr player_connection = *established_player_it;
                if (player_connection->PlayerID() == player_id)
                {
                    PlayerSetupData new_psd = psd;
                    new_psd.player_id = player_id;
                    psds.push_back(std::move(new_psd));
                    found_matched_id_connection = true;
                    break;
                }
            }
            if (!found_matched_id_connection) {
                if (player_id != Networking::INVALID_PLAYER_ID) {
                    ErrorLogger() << "ServerApp::NewMPGameInit couldn't find player setup data for human player with id: " << player_id << " player name: " << psd.player_name;
                } else {
                    // There is no player currently connected for the current setup data. A player
                    // may connect later, at which time they may be assigned to this data or the
                    // corresponding empire.
                    psds.push_back(psd);
                }
            }

        } else if (psd.client_type == Networking::ClientType::CLIENT_TYPE_AI_PLAYER) {
            // All AI player setup data, as determined from their client type, is
            // assigned to player IDs of established AI players with the appropriate names

            // find player connection with same name as this player setup data
            bool found_matched_name_connection = false;
            const std::string& player_name = psd.player_name;
            for (auto established_player_it = m_networking.established_begin();
                 established_player_it != m_networking.established_end(); ++established_player_it)
            {
                const PlayerConnectionPtr player_connection = *established_player_it;
                if (player_connection->GetClientType() == Networking::ClientType::CLIENT_TYPE_AI_PLAYER &&
                    player_connection->PlayerName() == player_name)
                {
                    // assign name-matched AI client's player setup data to appropriate AI connection
                    int player_id = player_connection->PlayerID();
                    PlayerSetupData new_psd = psd;
                    new_psd.player_id = player_id;
                    psds.push_back(std::move(new_psd));
                    found_matched_name_connection = true;
                    break;
                }
            }
            if (!found_matched_name_connection)
                ErrorLogger() << "ServerApp::NewMPGameInit couldn't find player setup data for AI player with name: " << player_name;

        } else {
            // do nothing for any other player type, until another player type
            // is implemented.  human observers don't need to be put into the
            // map of id to player setup data, as they don't need empires to be
            // created for them.
            ErrorLogger() << "ServerApp::NewMPGameInit skipping unsupported client type in player setup data";
        }
    }

    NewGameInitConcurrentWithJoiners(multiplayer_lobby_data, psds);
    if (NewGameInitVerifyJoiners(psds))
        SendNewGameStartMessages();
}

namespace {
    constexpr auto uneliminated = [](const auto& id_empire) { return !id_empire.second->Eliminated(); };

    void UpdateEmpireSupply(ScriptingContext& context, SupplyManager& supply, bool precombat) {
        // Determine initial supply distribution and exchanging and resource pools for empires
        for (auto& empire : context.Empires() | range_filter(uneliminated) | range_values) {
            // determine which systems can propagate fleet and resource (same for both)
            empire->UpdateSupplyUnobstructedSystems(context, precombat); // TODO: pass empire ID to use for known objects lookup?
            // set range systems can propagate fleet and resourse supply (separately)
            empire->UpdateSystemSupplyRanges(context.ContextUniverse());
        }

        supply.Update(context); // must call after updating supply ranges for all empires
    }

    void UpdateResourcePools(ScriptingContext& context,
                             const std::map<int, std::vector<std::tuple<std::string_view, double, int>>>& tech_costs_times,
                             const std::map<int, std::vector<std::pair<int, double>>>& annex_costs,
                             const std::map<int, std::vector<std::pair<std::string_view, double>>>& policy_costs,
                             const std::map<int, std::vector<std::tuple<std::string_view, int, float, int>>>& prod_costs)
    {
        const unsigned int num_threads = static_cast<unsigned int>(std::max(1, EffectsProcessingThreads()));
        boost::asio::thread_pool thread_pool(num_threads);

        for (auto& [empire_id, empire] : context.Empires() | range_filter(uneliminated)) {
            const auto tct_it = std::find_if(tech_costs_times.begin(), tech_costs_times.end(),
                                             [empire_id{empire_id}](const auto& tct) { return empire_id == tct.first; });
            if (tct_it == tech_costs_times.end()) {
                ErrorLogger() << "UpdateResourcePools in ServerApp couldn't find tech costs/times for empire " << empire_id;
                continue;
            }

            const auto ac_it = std::find_if(annex_costs.begin(), annex_costs.end(),
                                            [empire_id{empire_id}](const auto& ac) { return empire_id == ac.first; });
            if (ac_it == annex_costs.end()) {
                ErrorLogger() << "UpdateResourcePools in ServerApp couldn't find annex costs for empire " << empire_id;
                continue;
            }

            const auto pc_it = std::find_if(policy_costs.begin(), policy_costs.end(),
                                            [empire_id{empire_id}](const auto& pc) { return empire_id == pc.first; });
            if (pc_it == policy_costs.end()) {
                ErrorLogger() << "UpdateResourcePools in ServerApp couldn't find policy costs for empire " << empire_id;
                continue;
            }

            const auto pct_it = std::find_if(prod_costs.begin(), prod_costs.end(),
                                             [empire_id{empire_id}](const auto& pct) { return empire_id == pct.first; });
            if (pct_it == prod_costs.end()) {
                ErrorLogger() << "UpdateResourcePools in ServerApp couldn't find production costs/times for empire " << empire_id;
                continue;
            }

            boost::asio::post(thread_pool, [&context, empire{empire.get()}, tct_it, ac_it, pc_it, pct_it]() {
                // determine population centers and resource centers of empire, tells resource pools
                // the centers and groups of systems that can share resources (note that being able to
                // share resources doesn't mean a system produces resources)
                empire->InitResourcePools(context.ContextObjects(), context.supply);

                // determine how much of each resources is available in each resource sharing group
                empire->UpdateResourcePools(context, tct_it->second, ac_it->second, pc_it->second, pct_it->second);
            });
        }

        thread_pool.join();
    }
}

void ServerApp::NewGameInitConcurrentWithJoiners(
    const GalaxySetupData& galaxy_setup_data,
    const std::vector<PlayerSetupData>& player_setup_data_in)
{
    DebugLogger() << "ServerApp::NewGameInitConcurrentWithJoiners";

    m_galaxy_setup_data = galaxy_setup_data;

    // set game rules for server based on those specified in setup data
    GetGameRules().SetFromStrings(m_galaxy_setup_data.GetGameRules());

    // validate some connection info / determine which players need empires created
    std::map<int, PlayerSetupData> active_empire_id_setup_data;
    int next_empire_id = 1;
    for (const auto& psd : player_setup_data_in) {
        if (!psd.player_name.empty()
            && (psd.client_type == Networking::ClientType::CLIENT_TYPE_AI_PLAYER
                || psd.client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER))
        {
            active_empire_id_setup_data[next_empire_id++] = psd;
        }
    }

    if (active_empire_id_setup_data.empty()) {
        ErrorLogger() << "ServerApp::NewGameInitConcurrentWithJoiners found no active players!";
        m_networking.SendMessageAll(ErrorMessage(UserStringNop("SERVER_FOUND_NO_ACTIVE_PLAYERS"), true));
        return;
    }

    // clear previous game player state info
    m_turn_sequence.clear();
    m_player_empire_ids.clear();
    m_empires.Clear();

    // set server state info for new game
    m_current_turn = BEFORE_FIRST_TURN;
    m_turn_expired = false;

    // create universe and empires for players
    DebugLogger() << "ServerApp::NewGameInitConcurrentWithJoiners: Creating Universe";
    m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::GENERATING_UNIVERSE));


    // m_current_turn set above so that every UniverseObject created before game
    // starts will have m_created_on_turn BEFORE_FIRST_TURN
    GenerateUniverse(active_empire_id_setup_data);


    // after all game initialization stuff has been created, set current turn to 0 and apply only GenerateSitRep Effects
    // so that a set of SitReps intended as the player's initial greeting will be segregated
    m_current_turn = 0;
    ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data,
                             m_species_manager, m_supply_manager};
    m_universe.ApplyGenerateSitRepEffects(context);

    //can set current turn to 1 for start of game
    m_current_turn = 1;

    // record empires for each active player. Note: active_empire_id_setup_data
    // contains only data of players who control an empire; observers and
    // moderators are not included.
    for (auto& [empire_id, psd] : active_empire_id_setup_data) {
        if (psd.player_id != Networking::INVALID_PLAYER_ID)
            m_player_empire_ids[psd.player_id] = empire_id;

        // add empires to turn processing
        if (auto empire = m_empires.GetEmpire(empire_id)) {
            AddEmpireTurn(empire_id, PlayerSaveGameData(psd.player_name, empire_id,
                                                        nullptr, nullptr, std::string(),
                                                        psd.client_type));
            empire->SetReady(false);
        }
    }

    // update visibility information to ensure data sent out is up-to-date
    DebugLogger() << "ServerApp::NewGameInitConcurrentWithJoiners: Updating first-turn Empire stuff";
    m_universe.UpdateEmpireLatestKnownObjectsAndVisibilityTurns(context.current_turn);

    // initialize empire owned object counters
    for (auto& entry : m_empires)
        entry.second->UpdateOwnedObjectCounters(m_universe);

    UpdateEmpireSupply(context, m_supply_manager, false);
    CacheCostsTimes(context);
    UpdateResourcePools(context, m_cached_empire_research_costs_times,
                        m_cached_empire_annexation_costs, m_cached_empire_policy_adoption_costs,
                        m_cached_empire_production_costs_times);
    m_universe.UpdateStatRecords(context);
}

bool ServerApp::NewGameInitVerifyJoiners(const std::vector<PlayerSetupData>& player_setup_data) {
    DebugLogger() << "ServerApp::NewGameInitVerifyJoiners";

    // associate player IDs with player setup data.  the player connection with
    // id == m_networking.HostPlayerID() should be the human player in
    // PlayerSetupData.  AI player connections are assigned one of the remaining
    // PlayerSetupData entries that is for an AI player.

    std::map<int, PlayerSetupData> player_id_setup_data;
    bool host_in_player_id_setup_data = false;

    for (const auto& psd : player_setup_data) {
        if (psd.client_type == Networking::ClientType::INVALID_CLIENT_TYPE) {
            ErrorLogger() << "Player with id " << psd.player_id << " has invalid client type";
            continue;
        }

        player_id_setup_data[psd.player_id] = psd;

        if (m_networking.HostPlayerID() == psd.player_id)
            host_in_player_id_setup_data = true;
    }

    // ensure some reasonable inputs
    if (player_id_setup_data.empty()) {
        ErrorLogger() << "ServerApp::NewGameInitVerifyJoiners passed empty player_id_setup_data.  Aborting";
        m_networking.SendMessageAll(ErrorMessage(UserStringNop("SERVER_FOUND_NO_ACTIVE_PLAYERS"), true));
        return false;
    }

    if (!host_in_player_id_setup_data && !IsHostless()) {
        ErrorLogger() << "NewGameInitVerifyJoiners : Host id " << m_networking.HostPlayerID()
                      << " is not a valid player id.";
        return false;
    }

    // ensure number of players connected and for which data are provided are consistent
    if (m_networking.NumEstablishedPlayers() != player_id_setup_data.size() && !IsHostless()) {
        ErrorLogger() << "ServerApp::NewGameInitVerifyJoiners has " << m_networking.NumEstablishedPlayers()
                      << " established players but " << player_id_setup_data.size() << " players in setup data.";
        return false;
    }

    // validate some connection info / determine which players need empires created
    for (auto player_connection_it = m_networking.established_begin();
         player_connection_it != m_networking.established_end(); ++player_connection_it)
    {
        const PlayerConnectionPtr player_connection = *player_connection_it;
        Networking::ClientType client_type = player_connection->GetClientType();
        int player_id = player_connection->PlayerID();

        auto player_id_setup_data_it = player_id_setup_data.find(player_id);
        if (player_id_setup_data_it == player_id_setup_data.end()) {
            ErrorLogger() << "ServerApp::NewGameInitVerifyJoiners couldn't find player setup data for player with ID " << player_id;
            return false;
        }
        const PlayerSetupData& psd = player_id_setup_data_it->second;
        if (psd.client_type != client_type) {
            ErrorLogger() << "ServerApp::NewGameInitVerifyJoiners found inconsistent client type between player connection (" << client_type << ") and player setup data (" << psd.client_type << ")";
            return false;
        }
        if (psd.player_name != player_connection->PlayerName()) {
            ErrorLogger() << "ServerApp::NewGameInitVerifyJoiners found inconsistent player names: " << psd.player_name << " and " << player_connection->PlayerName();
            return false;
        }
        if (player_connection->PlayerName().empty()) {
            ErrorLogger() << "ServerApp::NewGameInitVerifyJoiners found player connection with empty name!";
            return false;
        }

        if (!(client_type == Networking::ClientType::CLIENT_TYPE_AI_PLAYER
              || client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER
              || client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_OBSERVER
              || client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_MODERATOR))
        {
            ErrorLogger() << "ServerApp::NewGameInitVerifyJoiners found player connection with unsupported client type.";
        }
    }
    return true;
}

void ServerApp::SendNewGameStartMessages() {
    std::map<int, PlayerInfo> player_info_map = GetPlayerInfoMap();

    const ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data,
                                   m_species_manager, m_supply_manager};

    for (auto& empire : m_empires | range_values) {
        empire->UpdateOwnedObjectCounters(m_universe);
        empire->PrepQueueAvailabilityInfoForSerialization(context);
        empire->PrepPolicyInfoForSerialization(context);
    }

    // send new game start messages
    DebugLogger() << "SendGameStartMessages: Sending GameStartMessages to players";
    for (auto player_connection_it = m_networking.established_begin();  // can't easily use range for loop due to non-standard begin and end
         player_connection_it != m_networking.established_end(); ++player_connection_it)
    {
        const PlayerConnectionPtr player_connection = *player_connection_it;
        int player_id = player_connection->PlayerID();
        int empire_id = PlayerEmpireID(player_id);
        bool use_binary_serialization = player_connection->IsBinarySerializationUsed();
        player_connection->SendMessage(GameStartMessage(m_single_player_game,    empire_id,
                                                        m_current_turn,          m_empires,
                                                        m_universe,              m_species_manager,
                                                        GetCombatLogManager(),   m_supply_manager,
                                                        player_info_map,         m_galaxy_setup_data,
                                                        use_binary_serialization,!player_connection->IsLocalConnection()),
                                       empire_id, m_current_turn);
    }
}

void ServerApp::LoadSPGameInit(const std::vector<PlayerSaveGameData>& player_save_game_data,
                               std::shared_ptr<ServerSaveGameData> server_save_game_data)
{
    // Need to determine which data in player_save_game_data should be assigned to which established player
    std::vector<std::pair<int, int>> player_id_to_save_game_data_index;


    // assign all saved game data to a player ID
    for (int i = 0; i < static_cast<int>(player_save_game_data.size()); ++i) {
        const PlayerSaveGameData& psgd = player_save_game_data[i];
        if (psgd.client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER) {
            // In a single player game, the host player is always the human player, so
            // this is just a matter of finding which entry in player_save_game_data was
            // a human player, and assigning that saved player data to the host player ID
            player_id_to_save_game_data_index.emplace_back(m_networking.HostPlayerID(), i);

        } else if (psgd.client_type == Networking::ClientType::CLIENT_TYPE_AI_PLAYER) {
            // All saved AI player data, as determined from their client type, is
            // assigned to player IDs of established AI players

            // cycle to find next established AI player
            for (auto established_it = m_networking.established_begin(); established_it != m_networking.established_end(); ++established_it)
            {
                const PlayerConnectionPtr player_connection = *established_it;
                if (player_connection->GetClientType() != Networking::ClientType::CLIENT_TYPE_AI_PLAYER
                    || player_connection->PlayerName() != psgd.name)
                    continue;

                int player_id = player_connection->PlayerID();
                player_id_to_save_game_data_index.emplace_back(player_id, i);
                break;
            }
        } else {
            // do nothing for any other player type, until another player type is implemented
            ErrorLogger() << "ServerApp::LoadSPGameInit skipping unsupported client type in player save game data";
        }
    }

    LoadGameInit(player_save_game_data, player_id_to_save_game_data_index, server_save_game_data);
}

namespace {
    /** Check that \p path is a file or directory in the server save
    directory. */
    bool IsInServerSaveDir(const fs::path& path) {
        if (!fs::exists(path))
            return false;

        return IsInDir(GetServerSaveDir(),
                       (fs::is_regular_file(path) ? path.parent_path() : path));
    }

    /// Generates information on the subdirectories of \p directory
    std::vector<std::string> ListSaveSubdirectories(const fs::path& directory) {
        std::vector<std::string> list;
        if (!fs::is_directory(directory))
            return list;

        auto server_dir_str = PathToString(fs::canonical(GetServerSaveDir()));

        // Adds \p subdir to the list
        auto add_to_list = [&list, &server_dir_str](const fs::path& subdir) {
            auto subdir_str = PathToString(fs::canonical(subdir));
            auto rel_path = subdir_str.substr(server_dir_str.length());
            TraceLogger() << "Added relative path " << rel_path << " in " << subdir
                          << " to save preview directories";
            list.push_back(std::move(rel_path));
        };

        // Add parent dir if still within server_dir_str
        auto parent = directory / "..";
        if (IsInServerSaveDir(parent))
            add_to_list(parent);

        // Add all directories to list
        fs::directory_iterator end;
        for (fs::directory_iterator it(fs::canonical(directory)); it != end; ++it) {
            if (!fs::is_directory(it->path()) || !IsInServerSaveDir(it->path()))
                continue;
            add_to_list(it->path());
        }
        return list;
    }
}

void ServerApp::UpdateSavePreviews(const Message& msg,
                                   PlayerConnectionPtr player_connection)
{
    // Only relative paths are allowed to prevent client from list arbitrary
    // directories, or knowing the absolute path of the server save directory.
    std::string relative_directory_name;
    ExtractRequestSavePreviewsMessageData(msg, relative_directory_name);

    DebugLogger() << "ServerApp::UpdateSavePreviews: Preview request for sub directory: " << relative_directory_name;

    fs::path directory = GetServerSaveDir() / FilenameToPath(relative_directory_name);
    // Do not allow a relative path to explore outside the save directory.
    bool contains_dot_dot = relative_directory_name.find("..") != std::string::npos;
    if (contains_dot_dot || !IsInServerSaveDir(directory)) {
        directory = GetServerSaveDir();
        ErrorLogger() << "ServerApp::UpdateSavePreviews: Tried to load previews from "
                      << relative_directory_name
                      << " which is outside the allowed save directory. Defaulted to the save directory, "
                      << directory;
        relative_directory_name = ".";
    }

    PreviewInformation preview_information;
    preview_information.folder = std::move(relative_directory_name);
    preview_information.subdirectories = ListSaveSubdirectories(directory);
    LoadSaveGamePreviews(
        directory,
        m_single_player_game? SP_SAVE_FILE_EXTENSION : MP_SAVE_FILE_EXTENSION,
        preview_information.previews);

    DebugLogger() << "ServerApp::UpdateSavePreviews: Sending " << preview_information.previews.size()
                  << " previews in response.";

    player_connection->SendMessage(DispatchSavePreviewsMessage(preview_information));
}

void ServerApp::UpdateCombatLogs(const Message& msg, PlayerConnectionPtr player_connection) {
    std::vector<int> ids;
    ExtractRequestCombatLogsMessageData(msg, ids);

    // Compose a vector of the requested ids and logs
    std::vector<std::pair<int, const CombatLog>> logs;
    logs.reserve(ids.size());
    for (auto it = ids.begin(); it != ids.end(); ++it) {
        auto log = GetCombatLogManager().GetLog(*it);
        if (!log) {
            ErrorLogger() << "UpdateCombatLogs can't fetch log with id = "<< *it << " ... skipping.";
            continue;
        }
        logs.emplace_back(*it, *log);
    }

    // Return them to the client
    DebugLogger() << "UpdateCombatLogs returning " << logs.size()
                  << " logs to player " << player_connection->PlayerID();

    try {
        bool use_binary_serialization = player_connection->IsBinarySerializationUsed();
        player_connection->SendMessage(DispatchCombatLogsMessage(logs, use_binary_serialization,
                                                                 !player_connection->IsLocalConnection()));
    } catch (const std::exception& e) {
        ErrorLogger() << "caught exception sending combat logs message: " << e.what();
        std::vector<std::pair<int, const CombatLog>> empty_logs;
        player_connection->SendMessage(DispatchCombatLogsMessage(empty_logs, false,
                                                                 !player_connection->IsLocalConnection()));
    }
}

void ServerApp::LoadChatHistory() {
    // don't load history if it was already loaded
    if (!m_chat_history.empty())
        return;

    bool success = false;
    try {
        m_python_server.SetCurrentDir(GetPythonChatDir());
        // Call the Python load_history function
        success = m_python_server.LoadChatHistory(m_chat_history);
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Attempting to restart.";
            if (m_python_server.Initialize()) {
                ErrorLogger() << "Python interpreter successfully restarted.";
            } else {
                ErrorLogger() << "Python interpreter failed to restart.  Exiting.";
                m_fsm->process_event(ShutdownServer());
            }
        }
    }

    if (!success) {
        ErrorLogger() << "Python scripted chat failed.";
        ServerApp::GetApp()->Networking().SendMessageAll(ErrorMessage(UserStringNop("SERVER_TURN_EVENTS_ERRORS"),
                                                                      false));
    }
}

void ServerApp::PushChatMessage(std::string text, std::string player_name, std::array<uint8_t, 4> text_color,
                                const boost::posix_time::ptime timestamp)
{
    ChatHistoryEntity chat{std::move(player_name), std::move(text), timestamp, text_color};
    m_chat_history.push_back(chat);

    bool success = false;
    try {
        m_python_server.SetCurrentDir(GetPythonChatDir());
        // Call the Python load_history function
        success = m_python_server.PutChatHistoryEntity(chat);
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Attempting to restart.";
            if (m_python_server.Initialize()) {
                ErrorLogger() << "Python interpreter successfully restarted.";
            } else {
                ErrorLogger() << "Python interpreter failed to restart.  Exiting.";
                m_fsm->process_event(ShutdownServer());
            }
        }
    }

    if (!success) {
        ErrorLogger() << "Python scripted chat failed.";
        ServerApp::GetApp()->Networking().SendMessageAll(
            ErrorMessage(UserStringNop("SERVER_TURN_EVENTS_ERRORS"), false));
    }
}

void ServerApp::ExpireTurn() {
    InfoLogger() << "Turn was set to expired";
    m_turn_expired = true;
}

bool ServerApp::IsHaveWinner() const
{ return std::any_of(m_empires.begin(), m_empires.end(), [](const auto& e) { return e.second->Won(); }); }

namespace {
    /** Verifies that a human player is connected with the indicated \a id. */
    bool HumanPlayerWithIdConnected(const ServerNetworking& sn, int id) {
        // make sure there is a human player connected with the player id
        // matching what this PlayerSetupData say
        auto established_player_it = sn.GetPlayer(id);
        if (established_player_it == sn.established_end()) {
            ErrorLogger() << "ServerApp::LoadMPGameInit couldn't find player connection for "
                          << "human player setup data with player id: " << id;
            return false;
        }
        const PlayerConnectionPtr player_connection = *established_player_it;
        if (player_connection->GetClientType() != Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER) {
            ErrorLogger() << "ServerApp::LoadMPGameInit found player connection of wrong type "
                          << "for human player setup data with player id: " << id;
            return false;
        }
        return true;
    }

    /** Returns index into vector parameter that matches parameter empire id. */
    int VectorIndexForPlayerSaveGameDataForEmpireID(const std::vector<PlayerSaveGameData>& player_save_game_data,
                                                    int empire_id)
    {
        if (empire_id == ALL_EMPIRES)
            return -1;
        // find save game data vector index that has requested empire id
        for (int i = 0; i < static_cast<int>(player_save_game_data.size()); ++i) {
            const PlayerSaveGameData& psgd = player_save_game_data.at(i);
            if (psgd.empire_id == empire_id)
                return i;
        }
        return -1;
    }

    /** Adds entry to \a player_id_to_save_game_data_index after validation. */
    void GetSaveGameDataIndexForHumanPlayer(std::vector<std::pair<int, int>>& player_id_to_save_game_data_index,
                                            const PlayerSetupData& psd, int setup_data_player_id,
                                            const std::vector<PlayerSaveGameData>& player_save_game_data,
                                            const ServerNetworking& sn)
    {
        // safety check: setup data has valid empire assigned
        if (psd.save_game_empire_id == ALL_EMPIRES) {
            ErrorLogger() << "ServerApp::LoadMPGameInit got player setup data for human player "
                                    << "with no empire assigned...";
            return;
        }

        // safety check: id-matched player is connected
        bool consistent_human_player_connected = HumanPlayerWithIdConnected(sn, setup_data_player_id);
        if (!consistent_human_player_connected)
            return;   // error message logged in HumanPlayerWithIdConnected

        // determine and store save game data index for this player
        int index = VectorIndexForPlayerSaveGameDataForEmpireID(player_save_game_data, psd.save_game_empire_id);
        if (index != -1) {
            player_id_to_save_game_data_index.push_back({setup_data_player_id, index});
        } else {
            ErrorLogger() << "ServerApp::LoadMPGameInit couldn't find save game data for "
                                   << "human player with assigned empire id: " << psd.save_game_empire_id;
        }
    }

    /** Returns ID of AI player with the indicated \a player_name. */
    int AIPlayerIDWithName(const ServerNetworking& sn, const std::string& player_name) {
        if (player_name.empty())
            return Networking::INVALID_PLAYER_ID;

        for (auto established_player_it = sn.established_begin();
             established_player_it != sn.established_end(); ++established_player_it)
        {
            const PlayerConnectionPtr player_connection = *established_player_it;
            if (player_connection->PlayerName() == player_name &&
                player_connection->GetClientType() == Networking::ClientType::CLIENT_TYPE_AI_PLAYER)
            { return player_connection->PlayerID(); }
        }
        return Networking::INVALID_PLAYER_ID;
    }

    /** Adds entry to \a player_id_to_save_game_data_index after validation. */
    void GetSaveGameDataIndexForAIPlayer(std::vector<std::pair<int, int>>& player_id_to_save_game_data_index,
                                         const PlayerSetupData& psd,
                                         const std::vector<PlayerSaveGameData>& player_save_game_data,
                                         const ServerNetworking& sn)
    {
        // For AI players, the multplayer setup data does not specify a
        // player ID because the AI processes aren't run until after the
        // game settings are confirmed and the game started in the UI,
        // and thus the AI clients don't connect and get assigned player
        // ids until after the lobby setup is done.
        //
        // In order to assign save game data to players (ie. determine
        // the save game data vector index for each player id), need to
        // match another property in the setup data: the AI player names.
        //
        // So: attempt to find player connections that have the same name
        // as is listed in the player setup data for AI players.

        // safety check: setup data has valid empire assigned
        if (psd.save_game_empire_id == ALL_EMPIRES) {
            ErrorLogger() << "ServerApp::LoadMPGameInit got player setup data for AI player "
                          << "with no empire assigned...";
            return;
        }

        // get ID of name-matched AI player
        const int player_id = AIPlayerIDWithName(sn, psd.player_name);
        if (player_id == Networking::INVALID_PLAYER_ID) {
            ErrorLogger() << "ServerApp::LoadMPGameInit couldn't find expected AI player with name " << psd.player_name;
            return;
        }

        DebugLogger() << "ServerApp::LoadMPGameInit matched player named " << psd.player_name
                      << " to setup data player id " << player_id
                      << " with setup data empire id " << psd.save_game_empire_id;

        // determine and store save game data index for this player
        int index = VectorIndexForPlayerSaveGameDataForEmpireID(player_save_game_data, psd.save_game_empire_id);
        if (index != -1) {
            player_id_to_save_game_data_index.push_back({player_id, index});
        } else {
            ErrorLogger() << "ServerApp::LoadMPGameInit couldn't find save game data for "
                          << "human player with assigned empire id: " << psd.save_game_empire_id;
        }
    }
}

void ServerApp::LoadMPGameInit(const MultiplayerLobbyData& lobby_data,
                               const std::vector<PlayerSaveGameData>& player_save_game_data,
                               std::shared_ptr<ServerSaveGameData> server_save_game_data)
{
    // Need to determine which data in player_save_game_data should be assigned to which established player
    std::vector<std::pair<int, int>> player_id_to_save_game_data_index;

    const auto& player_setup_data = lobby_data.players;

    // * Multiplayer lobby data has a map from player ID to PlayerSetupData.
    // * PlayerSetupData contains an empire ID that the player will be controlling.
    // * PlayerSaveGameData in a vector contain empire ID members.
    // * LoadGameInit (called below) need an index in the PlayerSaveGameData vector
    //   for each player ID
    // => Need to find which index into the PlayerSaveGameData vector has the right
    //    empire id for each player id.


    // for every player setup data entry that represents an empire in the game,
    // assign saved game data to the player ID of an established human or AI player
    for (const auto& [setup_data_player_id, psd] : player_setup_data) {
        if (psd.client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER) {
            GetSaveGameDataIndexForHumanPlayer(player_id_to_save_game_data_index, psd,
                                               setup_data_player_id, player_save_game_data,
                                               m_networking);

        } else if (psd.client_type == Networking::ClientType::CLIENT_TYPE_AI_PLAYER) {
            // AI clients have no player id in setup data (even though humans do)
            GetSaveGameDataIndexForAIPlayer(player_id_to_save_game_data_index, psd,
                                            player_save_game_data, m_networking);

        }
        // do nothing for any other player type, until another player type
        // is implemented.  human observers and moderators don't need to be
        // put into the map of id to player setup data, as they don't need
        // empires to be created for them.
    }

    LoadGameInit(player_save_game_data, player_id_to_save_game_data_index, server_save_game_data);
}

void ServerApp::LoadGameInit(const std::vector<PlayerSaveGameData>& player_save_game_data,
                             const std::vector<std::pair<int, int>>& player_id_to_save_game_data_index,
                             std::shared_ptr<ServerSaveGameData> server_save_game_data)
{
    DebugLogger() << "ServerApp::LoadGameInit";

    // ensure some reasonable inputs
    if (player_save_game_data.empty()) {
        ErrorLogger() << "ServerApp::LoadGameInit passed empty player save game data.  Aborting";
        m_networking.SendMessageAll(ErrorMessage(UserStringNop("SERVER_FOUND_NO_ACTIVE_PLAYERS"), true));
        return;
    }

    // ensure number of players connected and for which data are provided are consistent
    if (player_id_to_save_game_data_index.size() != player_save_game_data.size())
        ErrorLogger() << "ServerApp::LoadGameInit passed index mapping and player save game data are of different sizes...";

    if (m_networking.NumEstablishedPlayers() != player_save_game_data.size())
        ErrorLogger() << "ServerApp::LoadGameInit has " << m_networking.NumEstablishedPlayers()
                      << " established players but " << player_save_game_data.size()
                      << " entries in player save game data.  Could be ok... so not aborting, but might crash";


    // set game rules for server based on those specified in setup data
    GetGameRules().SetFromStrings(m_galaxy_setup_data.GetGameRules());


    // validate some connection info
    for (auto player_connection_it = m_networking.established_begin();
         player_connection_it != m_networking.established_end(); ++player_connection_it)
    {
        const PlayerConnectionPtr player_connection = *player_connection_it;
        Networking::ClientType client_type = player_connection->GetClientType();
        if (client_type != Networking::ClientType::CLIENT_TYPE_AI_PLAYER &&
            client_type != Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER)
        {
            ErrorLogger() << "ServerApp::LoadGameInit found player connection with unsupported client type.";
        }
        if (player_connection->PlayerName().empty())
            ErrorLogger() << "ServerApp::LoadGameInit found player connection with empty name!";
    }


    // clear previous game player state info
    m_turn_sequence.clear();
    m_player_empire_ids.clear();


    // restore server state info from save
    m_current_turn = server_save_game_data->current_turn;

    std::map<int, PlayerSaveGameData> player_id_save_game_data;

    // add empires to turn processing and record empires for each player
    for (auto player_connection_it = m_networking.established_begin();
         player_connection_it != m_networking.established_end(); ++player_connection_it)
    {
        const PlayerConnectionPtr player_connection = *player_connection_it;
        if (!player_connection->IsEstablished()) {
            ErrorLogger() << "LoadGameInit got player from connection";
            continue;
        }

        int player_id = player_connection->PlayerID();

        // get index into save game data for this player id
        int player_save_game_data_index = -1;   // default invalid index
        for (const std::pair<int, int>& entry : player_id_to_save_game_data_index) {
            int index_player_id = entry.first;
            if (player_id != index_player_id)
                continue;
            player_save_game_data_index = entry.second;
            break;
        }
        if (player_save_game_data_index == -1) {
            DebugLogger() << "No save game data index for player with id " << player_id;
            continue;
        }


        // get the player's saved game data
        int empire_id = ALL_EMPIRES;
        try {
            const PlayerSaveGameData& psgd = player_save_game_data.at(player_save_game_data_index);
            empire_id = psgd.empire_id;               // can't use GetPlayerEmpireID here because m_player_empire_ids hasn't been set up yet.
            player_id_save_game_data[player_id] = psgd; // store by player ID for easier access later
        } catch (...) {
            ErrorLogger() << "ServerApp::LoadGameInit couldn't find save game data with index " << player_save_game_data_index;
            continue;
        }


        // record player id to empire id mapping in loaded game.  Player IDs
        // and empire IDs are not necessarily the same when loading a game as
        // the player controlling a particular empire might have a different
        // player ID than when the game was first created
        m_player_empire_ids[player_id] = empire_id;

        // set actual authentication status
        if (auto empire = m_empires.GetEmpire(empire_id))
            empire->SetAuthenticated(player_connection->IsAuthenticated());
    }

    for (const auto& psgd : player_save_game_data) {
        const int empire_id = psgd.empire_id;
        // add empires to turn processing, and restore saved orders and UI data or save state data
        if (auto empire = m_empires.GetEmpire(empire_id)) {
            if (!empire->Eliminated())
                AddEmpireTurn(empire_id, psgd);
        } else {
            ErrorLogger() << "ServerApp::LoadGameInit couldn't find empire with id " << empire_id << " to add to turn processing";
        }
    }


    // the Universe's system graphs for each empire aren't stored when saving
    // so need to be reinitialized when loading based on the gamestate
    m_universe.InitializeSystemGraph(m_empires, m_universe.Objects());
    m_universe.UpdateEmpireVisibilityFilteredSystemGraphsWithOwnObjectMaps(m_empires);

    ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data, m_species_manager,m_supply_manager};
    UpdateEmpireSupply(context, m_supply_manager, true);  // precombat supply update
    CacheCostsTimes(context);
    UpdateResourcePools(context, m_cached_empire_research_costs_times,
                        m_cached_empire_annexation_costs, m_cached_empire_policy_adoption_costs,
                        m_cached_empire_production_costs_times);

    const auto player_info_map = GetPlayerInfoMap();



    for (auto& empire : m_empires | range_values) {
        empire->UpdateOwnedObjectCounters(m_universe);
        empire->PrepQueueAvailabilityInfoForSerialization(context);
        empire->PrepPolicyInfoForSerialization(context);
    }


    // assemble player state information, and send game start messages
    DebugLogger() << "ServerApp::CommonGameInit: Sending GameStartMessages to players";

    for (auto player_connection_it = m_networking.established_begin();
         player_connection_it != m_networking.established_end(); ++player_connection_it)
    {
        const PlayerConnectionPtr player_connection = *player_connection_it;
        const int player_id = player_connection->PlayerID();
        Networking::ClientType client_type = player_connection->GetClientType();

        // attempt to find saved state data for this player.
        PlayerSaveGameData psgd;
        const auto save_data_it = player_id_save_game_data.find(player_id);
        if (save_data_it != player_id_save_game_data.end())
            psgd = save_data_it->second;
        if (!psgd.orders)
            psgd.orders = std::make_shared<OrderSet>(); // need an empty order set pointed to for serialization in case no data is loaded but the game start message wants orders to send

        // get empire ID for player. safety check on it.
        const int empire_id = PlayerEmpireID(player_id);
        if (empire_id != psgd.empire_id)
            ErrorLogger() << "LoadGameInit got inconsistent empire ids between player save game data and result of PlayerEmpireID";

        // Revoke readiness only for online players so they can redo orders for the current turn.
        // Without doing it, server would immediatly advance the turn because saves are made when
        // all players sent orders and became ready.
        RevokeEmpireTurnReadyness(empire_id);

        // restore saved orders.  these will be re-executed on client and
        // re-sent to the server (after possibly modification) by clients
        // when they end their turn
        const auto orders{psgd.orders};

        const bool use_binary_serialization = player_connection->IsBinarySerializationUsed();

        if (client_type == Networking::ClientType::CLIENT_TYPE_AI_PLAYER) {
            // get save state string
            const std::string* sss = nullptr;
            if (!psgd.save_state_string.empty())
                sss = &psgd.save_state_string;

            player_connection->SendMessage(GameStartMessage(m_single_player_game, empire_id,
                                                            m_current_turn, m_empires, m_universe,
                                                            m_species_manager, GetCombatLogManager(),
                                                            m_supply_manager, player_info_map, *orders, sss,
                                                            m_galaxy_setup_data, use_binary_serialization,
                                                            !player_connection->IsLocalConnection()),
                                           empire_id, m_current_turn);

        } else if (client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER) {
            player_connection->SendMessage(GameStartMessage(m_single_player_game, empire_id,
                                                            m_current_turn, m_empires, m_universe,
                                                            m_species_manager, GetCombatLogManager(),
                                                            m_supply_manager, player_info_map, *orders,
                                                            psgd.ui_data.get(), m_galaxy_setup_data,
                                                            use_binary_serialization,
                                                            !player_connection->IsLocalConnection()),
                                            empire_id, m_current_turn);

        } else if (client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_OBSERVER ||
                   client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_MODERATOR)
        {

            player_connection->SendMessage(GameStartMessage(m_single_player_game, ALL_EMPIRES,
                                                            m_current_turn, m_empires, m_universe,
                                                            m_species_manager, GetCombatLogManager(),
                                                            m_supply_manager, player_info_map,
                                                            m_galaxy_setup_data, use_binary_serialization,
                                                            !player_connection->IsLocalConnection()));
        } else {
            ErrorLogger() << "ServerApp::CommonGameInit unsupported client type: skipping game start message.";
        }
    }
}

void ServerApp::GenerateUniverse(std::map<int, PlayerSetupData>& player_setup_data) {
    // Set game UID. Needs to be done first so we can use ClockSeed to
    // prevent reproducible UIDs.
    ClockSeed();
    if (GetOptionsDB().Get<std::string>("setup.game.uid").empty())
        m_galaxy_setup_data.SetGameUID(boost::uuids::to_string(boost::uuids::random_generator()()));

    // Initialize RNG with provided seed to get reproducible universes
    int seed = 0;
    try {
        seed = boost::lexical_cast<unsigned int>(m_galaxy_setup_data.seed);
    } catch (...) {
        try {
            boost::hash<std::string> string_hash;
            std::size_t h = string_hash(m_galaxy_setup_data.seed);
            seed = static_cast<unsigned int>(h);
        } catch (...) {}
    }
    if (m_galaxy_setup_data.GetSeed().empty() || m_galaxy_setup_data.GetSeed() == "RANDOM") {
        //ClockSeed();
        // replicate ClockSeed code here so can log the seed used
        boost::posix_time::ptime ltime = boost::posix_time::microsec_clock::local_time();
        std::string new_seed = boost::posix_time::to_simple_string(ltime);
        boost::hash<std::string> string_hash;
        std::size_t h = string_hash(new_seed);
        DebugLogger() << "GenerateUniverse using clock for seed:" << new_seed;
        seed = static_cast<unsigned int>(h);
        // store seed in galaxy setup data
        m_galaxy_setup_data.SetSeed(std::to_string(seed));
    }
    Seed(seed);
    DebugLogger() << "GenerateUniverse with seed: " << seed;

    // Reset the universe object for a new universe
    m_universe.Clear();
    m_species_manager.ClearSpeciesHomeworlds();

    // Reset the object id manager for the new empires.
    std::vector<int> empire_ids(player_setup_data.size());
    std::transform(player_setup_data.begin(), player_setup_data.end(), empire_ids.begin(),
                   [](const auto& ii) { return ii.first; });
    m_universe.ResetAllIDAllocation(empire_ids);

    // Add predefined ship designs to universe
    GetPredefinedShipDesignManager().AddShipDesignsToUniverse(m_universe);
    // Initialize empire objects for each player
    InitEmpires(player_setup_data, m_empires);

    bool success{false};
    try {
        // Set Python current work directory to directory containing
        // the universe generation Python scripts
        m_python_server.SetCurrentDir(GetPythonUniverseGeneratorDir());
        // Call the main Python universe generator function
        success = m_python_server.CreateUniverse(player_setup_data);
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Exiting.";
            m_fsm->process_event(ShutdownServer());
        }
    }

    if (!success)
        ServerApp::GetApp()->Networking().SendMessageAll(
            ErrorMessage(UserStringNop("SERVER_UNIVERSE_GENERATION_ERRORS"), false));

    for (auto& empire : m_empires) {
        empire.second->ApplyNewTechs(m_universe, m_current_turn);
        empire.second->ApplyPolicies(m_universe, m_current_turn);
    }

    DebugLogger() << "Applying first turn effects and updating meters";

    ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data, m_species_manager, m_supply_manager};

    // Apply effects for 1st turn.
    m_universe.ApplyAllEffectsAndUpdateMeters(context, false);

    TraceLogger(effects) << "After First turn meter effect applying: " << m_universe.Objects().Dump();
    // Set active meters to targets or maxes after first meter effects application
    m_universe.BackPropagateObjectMeters();
    m_species_manager.BackPropagateOpinions();
    SetActiveMetersToTargetMaxCurrentValues(m_universe.Objects());
    m_universe.UpdateMeterEstimates(context);
    m_universe.BackPropagateObjectMeters();
    m_species_manager.BackPropagateOpinions();
    SetActiveMetersToTargetMaxCurrentValues(m_universe.Objects());
    m_universe.BackPropagateObjectMeters();
    m_species_manager.BackPropagateOpinions();

    TraceLogger(effects) << "After First active set to target/max: " << m_universe.Objects().Dump();

    m_universe.BackPropagateObjectMeters();
    m_empires.BackPropagateMeters();
    m_species_manager.BackPropagateOpinions();

    DebugLogger() << "Re-applying first turn meter effects and updating meters";

    // Re-apply meter effects, so that results depending on meter values can be
    // re-checked after initial setting of those meter values
    m_universe.ApplyMeterEffectsAndUpdateMeters(context, false);
    // Re-set active meters to targets after re-application of effects
    SetActiveMetersToTargetMaxCurrentValues(m_universe.Objects());
    // Set the population of unowned planets to a random fraction of their target values.
    SetNativePopulationValues(m_universe.Objects());

    m_universe.BackPropagateObjectMeters();
    m_empires.BackPropagateMeters();
    m_species_manager.BackPropagateOpinions();

    TraceLogger() << "!!!!!!!!!!!!!!!!!!! After setting active meters to targets";
    TraceLogger() << m_universe.Objects().Dump();

    m_universe.UpdateEmpireObjectVisibilities(context);
}

void ServerApp::ExecuteScriptedTurnEvents() {
    bool success(false);
    try {
        m_python_server.SetCurrentDir(GetPythonTurnEventsDir());
        // Call the main Python turn events function
        success = m_python_server.ExecuteTurnEvents();
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Attempting to restart.";
            if (m_python_server.Initialize()) {
                ErrorLogger() << "Python interpreter successfully restarted.";
            } else {
                ErrorLogger() << "Python interpreter failed to restart.  Exiting.";
                m_fsm->process_event(ShutdownServer());
            }
        }
    }

    if (!success) {
        ErrorLogger() << "Python scripted turn events failed.";
        ServerApp::GetApp()->Networking().SendMessageAll(ErrorMessage(UserStringNop("SERVER_TURN_EVENTS_ERRORS"), false));
    }
}

std::map<int, PlayerInfo> ServerApp::GetPlayerInfoMap() const {
    // compile information about players to send out to other players at start of game.
    DebugLogger() << "ServerApp::GetPlayerInfoMap: Compiling PlayerInfo for each player";
    std::map<int, PlayerInfo> player_info_map;
    for (auto player_connection_it = m_networking.established_begin();
         player_connection_it != m_networking.established_end(); ++player_connection_it)
    {
        const PlayerConnectionPtr player_connection = *player_connection_it;
        int player_id = player_connection->PlayerID();

        int empire_id = PlayerEmpireID(player_id);
        if (empire_id == ALL_EMPIRES)
            ErrorLogger() << "ServerApp::GetPlayerInfoMap: couldn't find an empire for player with id " << player_id;


        // validate some connection info
        Networking::ClientType client_type = player_connection->GetClientType();
        if (client_type != Networking::ClientType::CLIENT_TYPE_AI_PLAYER && client_type != Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER) {
            ErrorLogger() << "ServerApp::GetPlayerInfoMap found player connection with unsupported client type.";
        }
        if (player_connection->PlayerName().empty()) {
            ErrorLogger() << "ServerApp::GetPlayerInfoMap found player connection with empty name!";
        }

        // assemble player info for all players
        player_info_map[player_id] = PlayerInfo{player_connection->PlayerName(),
                                                empire_id,
                                                player_connection->GetClientType(),
                                                m_networking.PlayerIsHost(player_connection->PlayerID())};
    }
    return player_info_map;
}

int ServerApp::PlayerEmpireID(int player_id) const {
    auto it = m_player_empire_ids.find(player_id);
    if (it != m_player_empire_ids.end())
        return it->second;
    else
        return ALL_EMPIRES;
}

int ServerApp::EmpirePlayerID(int empire_id) const {
    for (const auto& entry : m_player_empire_ids)
        if (entry.second == empire_id)
            return entry.first;
    return Networking::INVALID_PLAYER_ID;
}

bool ServerApp::IsLocalHumanPlayer(int player_id) {
    auto it = m_networking.GetPlayer(player_id);
    if (it == m_networking.established_end()) {
        ErrorLogger() << "ServerApp::IsLocalHumanPlayer : could not get player connection for player id " << player_id;
        return false;
    }

    PlayerConnectionPtr player_connection = *it;
    return ((player_connection->GetClientType() == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER) &&
            player_connection->IsLocalConnection());
}

bool ServerApp::IsAvailableName(const std::string& player_name) const {
    if (player_name.empty())
        return false;
    for (auto it = m_networking.established_begin();
         it != m_networking.established_end(); ++it)
    {
        if ((*it)->PlayerName() == player_name)
            return false;
    }
    // check if some name reserved with cookie
    return m_networking.IsAvailableNameInCookies(player_name);
}

bool ServerApp::IsAuthRequiredOrFillRoles(const std::string& player_name, const std::string& ip_address, Networking::AuthRoles& roles) {
    bool result = false;
    bool success = false;
    try {
        m_python_server.SetCurrentDir(GetPythonAuthDir());
        // Call the main Python turn events function
        success = m_python_server.IsRequireAuthOrReturnRoles(player_name, ip_address, result, roles);
        if (GetOptionsDB().Get<bool>("network.server.allow-observers")) {
            roles.SetRole(Networking::RoleType::ROLE_CLIENT_TYPE_OBSERVER, true);
        }
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Attempting to restart.";
            if (m_python_server.Initialize()) {
                ErrorLogger() << "Python interpreter successfully restarted.";
            } else {
                ErrorLogger() << "Python interpreter failed to restart.  Exiting.";
                m_fsm->process_event(ShutdownServer());
            }
        }
    }

    if (!success) {
        ErrorLogger() << "Python scripted authentication failed.";
        ServerApp::GetApp()->Networking().SendMessageAll(ErrorMessage(UserStringNop("SERVER_TURN_EVENTS_ERRORS"),
                                                                      false));
    }
    return result;
}

bool ServerApp::IsAuthSuccessAndFillRoles(const std::string& player_name,
                                          const std::string& auth, Networking::AuthRoles& roles)
{
    bool result = false;
    bool success = false;
    try {
        m_python_server.SetCurrentDir(GetPythonAuthDir());
        // Call the main Python turn events function
        success = m_python_server.IsSuccessAuthAndReturnRoles(player_name, auth, result, roles);
        if (GetOptionsDB().Get<bool>("network.server.allow-observers")) {
            roles.SetRole(Networking::RoleType::ROLE_CLIENT_TYPE_OBSERVER, true);
        }
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Attempting to restart.";
            if (m_python_server.Initialize()) {
                ErrorLogger() << "Python interpreter successfully restarted.";
            } else {
                ErrorLogger() << "Python interpreter failed to restart.  Exiting.";
                m_fsm->process_event(ShutdownServer());
            }
        }
    }

    if (!success) {
        ErrorLogger() << "Python scripted authentication failed.";
        ServerApp::GetApp()->Networking().SendMessageAll(ErrorMessage(UserStringNop("SERVER_TURN_EVENTS_ERRORS"),
                                                                      false));
    }
    return result;
}

std::vector<PlayerSetupData> ServerApp::FillListPlayers() {
    std::vector<PlayerSetupData> result;
    bool success = false;
    try {
        m_python_server.SetCurrentDir(GetPythonAuthDir());
        success = m_python_server.FillListPlayers(result);
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Attempting to restart.";
            if (m_python_server.Initialize()) {
                ErrorLogger() << "Python interpreter successfully restarted.";
            } else {
                ErrorLogger() << "Python interpreter failed to restart.  Exiting.";
                m_fsm->process_event(ShutdownServer());
            }
        }
    }

    if (!success) {
        ErrorLogger() << "Python scripted player list failed.";
        ServerApp::GetApp()->Networking().SendMessageAll(
            ErrorMessage(UserStringNop("SERVER_TURN_EVENTS_ERRORS"), false));
    }
    return result;
}

void ServerApp::AddObserverPlayerIntoGame(const PlayerConnectionPtr& player_connection) {
    std::map<int, PlayerInfo> player_info_map = GetPlayerInfoMap();

    Networking::ClientType client_type = player_connection->GetClientType();
    bool use_binary_serialization = player_connection->IsBinarySerializationUsed();

    if (client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_OBSERVER ||
        client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_MODERATOR)
    {
        // simply sends GAME_START message so established player will known he is in the game now
        player_connection->SendMessage(GameStartMessage(m_single_player_game, ALL_EMPIRES,
                                                        m_current_turn, m_empires, m_universe,
                                                        m_species_manager, GetCombatLogManager(),
                                                        m_supply_manager, player_info_map,
                                                        m_galaxy_setup_data, use_binary_serialization,
                                                        !player_connection->IsLocalConnection()));
    } else {
        ErrorLogger() << "ServerApp::CommonGameInit unsupported client type: skipping game start message.";
    }
}

bool ServerApp::EliminatePlayer(const PlayerConnectionPtr& player_connection) {
    if (!GetGameRules().Get<bool>("RULE_ALLOW_CONCEDE")) {
        player_connection->SendMessage(ErrorMessage(UserStringNop("ERROR_CONCEDE_DISABLED"), false));
        return false;
    }

    const int player_id = player_connection->PlayerID();
    const int empire_id = PlayerEmpireID(player_id);
    if (empire_id == ALL_EMPIRES) {
        player_connection->SendMessage(ErrorMessage(UserStringNop("ERROR_NONPLAYER_CANNOT_CONCEDE"), false));
        return false;
    }

    // test if there other human or disconnected players in the game
    bool other_human_player = false;
    for (auto& [loop_empire_id, loop_empire] : m_empires) {
        if (!loop_empire->Eliminated() && empire_id != loop_empire_id) {
            const auto other_client_type = GetEmpireClientType(loop_empire_id);
            if (other_client_type == Networking::ClientType::CLIENT_TYPE_HUMAN_PLAYER ||
                other_client_type == Networking::ClientType::INVALID_CLIENT_TYPE)
            {
                other_human_player = true;
                break;
            }
        }
    }
    if (!other_human_player) {
        player_connection->SendMessage(ErrorMessage(UserStringNop("ERROR_CONCEDE_LAST_HUMAN_PLAYER"), false));
        return false;
    }

    auto empire = m_empires.GetEmpire(empire_id);
    if (!empire) {
        player_connection->SendMessage(ErrorMessage(UserStringNop("ERROR_NONPLAYER_CANNOT_CONCEDE"), false));
        return false;
    }

    auto is_owned = [empire_id](const UniverseObject* obj) noexcept { return obj->OwnedBy(empire_id); };

    // test for colonies count
    auto planets = m_universe.Objects().findRaw<Planet>(is_owned);
    if (planets.size() > static_cast<std::size_t>(GetGameRules().Get<int>("RULE_CONCEDE_COLONIES_THRESHOLD"))) {
        player_connection->SendMessage(ErrorMessage(UserStringNop("ERROR_CONCEDE_EXCEED_COLONIES"), false));
        return false;
    }

    // empire elimination
    empire->Eliminate(m_empires, m_current_turn);

    const auto recurse_des = [this](int id) {
#if (!defined(__clang_major__) || (__clang_major__ >= 16)) && (BOOST_VERSION >= 107700)
        m_universe.RecursiveDestroy(id, m_empires.EmpireIDs());
#else
        const auto& empire_ids = m_empires.EmpireIDs();
        const std::vector<int> empire_ids_vec(empire_ids.begin(), empire_ids.end());
        const std::span<const int> empire_ids_span(empire_ids_vec);
        m_universe.RecursiveDestroy(id, empire_ids_span);
#endif
    };

    const bool destroy_ships = GetGameRules().Get<bool>("RULE_CONCEDE_DESTROY_SHIPS");
    const bool destroy_buildings = GetGameRules().Get<bool>("RULE_CONCEDE_DESTROY_BUILDINGS");
    const bool depop_planets = GetGameRules().Get<bool>("RULE_CONCEDE_DESTROY_COLONIES");

    for (auto* obj : m_universe.Objects().findRaw<Ship>(is_owned))
        obj->SetOwner(ALL_EMPIRES);
    for (auto* obj : m_universe.Objects().findRaw<Fleet>(is_owned)) {
        obj->SetOwner(ALL_EMPIRES);
        if (destroy_ships)
            recurse_des(obj->ID());
    }

    for (auto* obj : m_universe.Objects().findRaw<Building>(is_owned)) {
        obj->SetOwner(ALL_EMPIRES);
        if (destroy_buildings)
            recurse_des(obj->ID());
    }

    for (auto* planet : planets) {
        planet->SetOwner(ALL_EMPIRES);
        if (depop_planets)
            planet->Reset(m_universe.Objects());
    }

    // Don't wait for turn
    RemoveEmpireTurn(empire_id);

    // break link between player and empire
    m_player_empire_ids.erase(player_id);

    // notify other player that this empire finished orders
    // so them don't think player of eliminated empire is making its turn too long
    for (auto player_it = m_networking.established_begin();
        player_it != m_networking.established_end(); ++player_it)
    {
        PlayerConnectionPtr player_ctn = *player_it;
        player_ctn->SendMessage(PlayerStatusMessage(Message::PlayerStatus::WAITING, empire_id));
    }

    return true;
}

void ServerApp::DropPlayerEmpireLink(int player_id)
{ m_player_empire_ids.erase(player_id); }

int ServerApp::AddPlayerIntoGame(const PlayerConnectionPtr& player_connection, int target_empire_id) {
    std::shared_ptr<Empire> empire;
    int empire_id = ALL_EMPIRES;
    auto delegation = GetPlayerDelegation(player_connection->PlayerName());
    if (GetOptionsDB().Get<bool>("network.server.take-over-ai")) {
        for (auto& e : m_empires) {
            if (!e.second->Eliminated() &&
                GetEmpireClientType(e.first) == Networking::ClientType::CLIENT_TYPE_AI_PLAYER)
            {
                delegation.push_back(e.second->PlayerName());
            }
        }
    }
    if (target_empire_id == ALL_EMPIRES) {
        // search empire by player name
        for (auto& [loop_empire_id, loop_empire] : m_empires) {
            if (loop_empire->PlayerName() == player_connection->PlayerName()) {
                empire_id = loop_empire_id;
                empire = loop_empire;
                break;
            }
        }
        // Assign player to empire if he doesn't have own empire and delegates signle
        if (delegation.size() == 1 && !empire) {
            for (auto& [loop_empire_id, loop_empire] : m_empires) {
                if (loop_empire->PlayerName() == delegation.front()) {
                    empire_id = loop_empire_id;
                    empire = loop_empire;
                    break;
                }
            }
        }
        if (!delegation.empty()) {
            DebugLogger() << "ServerApp::AddPlayerIntoGame(...): Player should choose between delegates.";
            return ALL_EMPIRES;
        }
    } else {
        // use provided empire and test if it's player himself or one of delegated
        empire_id = target_empire_id;
        empire = m_empires.GetEmpire(target_empire_id);
        if (!empire)
            return ALL_EMPIRES;

        if (empire->PlayerName() != player_connection->PlayerName()) {
            bool matched = false;
            for (const auto& delegated : delegation) {
                if (empire->PlayerName() == delegated) {
                    matched = true;
                    break;
                }
            }
            if (!matched)
                return ALL_EMPIRES;
        }
    }

    if (empire_id == ALL_EMPIRES || !empire)
        return ALL_EMPIRES;

    if (empire->Eliminated())
        return ALL_EMPIRES;

    auto orders_it = m_turn_sequence.find(empire_id);
    if (orders_it == m_turn_sequence.end()) {
        WarnLogger() << "ServerApp::AddPlayerIntoGame empire " << empire_id
                     << " for \"" << player_connection->PlayerName()
                     << "\" doesn't wait for orders";
        return ALL_EMPIRES;
    }

    int previous_player_id = EmpirePlayerID(empire_id);

    // make a link to new connection
    m_player_empire_ids[player_connection->PlayerID()] = empire_id;
    empire->SetAuthenticated(player_connection->IsAuthenticated());

    // drop previous connection to that empire
    if (previous_player_id != Networking::INVALID_PLAYER_ID && previous_player_id != player_connection->PlayerID()) {
        WarnLogger() << "ServerApp::AddPlayerIntoGame empire " << empire_id
                     << " previous player " << previous_player_id
                     << " was kicked.";
        DropPlayerEmpireLink(previous_player_id);
        auto previous_it = m_networking.GetPlayer(previous_player_id);
        if (previous_it != m_networking.established_end()) {
            const Networking::ClientType previous_client_type = (*previous_it)->GetClientType();
            const std::string previous_player_name = (*previous_it)->PlayerName();
            m_networking.Disconnect(previous_player_id);
            if (previous_client_type == Networking::ClientType::CLIENT_TYPE_AI_PLAYER) {
                // change empire's player so after reload the player still could connect
                // to the empire
                empire->SetPlayerName(player_connection->PlayerName());
                // kill unneeded AI process
                auto it = m_ai_client_processes.find(previous_player_name);
                if (it != m_ai_client_processes.end()) {
                    it->second.Kill();
                    m_ai_client_processes.erase(it);
                }
            }
        }
    }

    InfoLogger() << "ServerApp::AddPlayerIntoGame empire " << empire_id << " connected to " << player_connection->PlayerID();

    const OrderSet dummy;
    const OrderSet& orders = orders_it->second && orders_it->second->orders ? *(orders_it->second->orders) : dummy;
    const SaveGameUIData* ui_data = orders_it->second ? orders_it->second->ui_data.get() : nullptr;

    if (GetOptionsDB().Get<bool>("network.server.drop-empire-ready")) {
        // drop ready status
        empire->SetReady(false);
        m_networking.SendMessageAll(PlayerStatusMessage(Message::PlayerStatus::PLAYING_TURN, empire_id));
    }

    const auto player_info_map = GetPlayerInfoMap();
    const bool use_binary_serialization = player_connection->IsBinarySerializationUsed();

    const ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data,
                                   m_species_manager, m_supply_manager};

    for (auto& empire : m_empires | range_values) {
        empire->UpdateOwnedObjectCounters(m_universe);
        empire->PrepQueueAvailabilityInfoForSerialization(context);
        empire->PrepPolicyInfoForSerialization(context);
    }

    player_connection->SendMessage(GameStartMessage(
        m_single_player_game, empire_id,
        m_current_turn, m_empires, m_universe,
        m_species_manager, GetCombatLogManager(),
        m_supply_manager, player_info_map, orders,
        ui_data,
        m_galaxy_setup_data,
        use_binary_serialization,
        !player_connection->IsLocalConnection()),
        empire_id,
        m_current_turn);

    return empire_id;
}

std::vector<std::string> ServerApp::GetPlayerDelegation(const std::string& player_name) {
    std::vector<std::string> result;
    bool success = false;
    try {
        m_python_server.SetCurrentDir(GetPythonAuthDir());
        // Call the auth provider function get_player_delegation
        success = m_python_server.GetPlayerDelegation(player_name, result);
    } catch (const boost::python::error_already_set&) {
        success = false;
        m_python_server.HandleErrorAlreadySet();
        if (!m_python_server.IsPythonRunning()) {
            ErrorLogger() << "Python interpreter is no longer running.  Attempting to restart.";
            if (m_python_server.Initialize()) {
                ErrorLogger() << "Python interpreter successfully restarted.";
            } else {
                ErrorLogger() << "Python interpreter failed to restart.  Exiting.";
                m_fsm->process_event(ShutdownServer());
            }
        }
    }

    if (!success) {
        ErrorLogger() << "Python scripted authentication failed.";
        ServerApp::GetApp()->Networking().SendMessageAll(ErrorMessage(UserStringNop("SERVER_TURN_EVENTS_ERRORS"),
                                                                      false));
    }
    return {result.begin(), result.end()};
}

bool ServerApp::IsHostless() const
{ return GetOptionsDB().Get<bool>("hostless"); }

const boost::circular_buffer<ChatHistoryEntity>& ServerApp::GetChatHistory() const
{ return m_chat_history; }

std::vector<PlayerSaveGameData> ServerApp::GetPlayerSaveGameData() const {
    std::vector<PlayerSaveGameData> player_save_game_data;
    for (const auto& [empire_id, save_data] : m_turn_sequence) {
        DebugLogger() << "ServerApp::GetPlayerSaveGameData() Empire " << empire_id
                      << " type: " << to_string(save_data->client_type)
                      << " save_game_data state string size: " << save_data->save_state_string.size()
                      << " UI data?: " << save_data->ui_data;
        if (save_data)
            player_save_game_data.push_back(*save_data);
    }
    return player_save_game_data;
}

Networking::ClientType ServerApp::GetEmpireClientType(int empire_id) const
{ return GetPlayerClientType(ServerApp::EmpirePlayerID(empire_id)); }

Networking::ClientType ServerApp::GetPlayerClientType(int player_id) const {
    if (player_id == Networking::INVALID_PLAYER_ID)
        return Networking::ClientType::INVALID_CLIENT_TYPE;

    const auto it = m_networking.GetPlayer(player_id);
    if (it == m_networking.established_end())
        return Networking::ClientType::INVALID_CLIENT_TYPE;
    const auto& player_connection = *it;
    return player_connection->GetClientType();
}

int ServerApp::EffectsProcessingThreads() const
{ return GetOptionsDB().Get<int>("effects.server.threads"); }

void ServerApp::AddEmpireTurn(int empire_id, const PlayerSaveGameData& psgd)
{ m_turn_sequence[empire_id] = std::make_unique<PlayerSaveGameData>(psgd); }

void ServerApp::RemoveEmpireTurn(int empire_id)
{ m_turn_sequence.erase(empire_id); }

void ServerApp::ClearEmpireTurnOrders(int empire_id) {
    for (auto& [stored_empire_id, save_game_data] : m_turn_sequence) {
        if (empire_id != ALL_EMPIRES && stored_empire_id != empire_id)
            continue; // all empires, unless a single one was specified
        if (save_game_data) {
            // reset only orders
            // left UI data and AI state intact
            save_game_data->orders.reset();
        }
    }
}

void ServerApp::SetEmpireSaveGameData(int empire_id, std::unique_ptr<PlayerSaveGameData>&& save_game_data)
{ m_turn_sequence[empire_id] = std::move(save_game_data); }

void ServerApp::UpdatePartialOrders(int empire_id, const OrderSet& added,
                                    const std::set<int>& deleted)
{
    const auto& psgd = m_turn_sequence[empire_id];
    if (psgd) {
        if (psgd->orders) {
            for (int del_id : deleted)
                 psgd->orders->erase(del_id);
            for (auto& add_set : added)
                 psgd->orders->insert(add_set);
        } else {
            psgd->orders = std::make_shared<OrderSet>(added);
        }
    }
}

void ServerApp::RevokeEmpireTurnReadyness(int empire_id) {
    if (auto empire = m_empires.GetEmpire(empire_id))
        empire->SetReady(false);
}

bool ServerApp::AllOrdersReceived() {
    // debug output
    DebugLogger() << "ServerApp::AllOrdersReceived for turn: " << m_current_turn
                  << (m_turn_expired ? " (expired)" : "");
    bool all_orders_received = true;
    for (const auto& [empire_id, save_data] : m_turn_sequence) {
        bool empire_orders_received = true;
        const auto empire = m_empires.GetEmpire(empire_id);
        if (!empire) {
            ErrorLogger() << " ... invalid empire id in turn sequence: "<< empire_id;
            continue;
        } else if (empire->Eliminated()) {
            ErrorLogger() << " ... eliminated empire in turn sequence: " << empire_id;
            continue;
        } else if (!empire->Ready()) {
            DebugLogger() << " ... not ready empire id: " << empire_id;
            empire_orders_received = false;
        } else if (!save_data) {
            DebugLogger() << " ... no orders from empire id: " << empire_id;
            empire_orders_received = false;
        } else if (!save_data->orders) {
            DebugLogger() << " ... no orders from empire id: " << empire_id;
            empire_orders_received = false;
        } else {
            DebugLogger() << " ... have orders from empire id: " << empire_id;
        }
        if (!empire_orders_received) {
            if (GetEmpireClientType(empire_id) != Networking::ClientType::CLIENT_TYPE_AI_PLAYER
                && m_turn_expired)
            {
                DebugLogger() << " ...... turn expired for empire id: " << empire_id;
            } else {
                all_orders_received = false;
            }
        }
    }
    return all_orders_received;
}

namespace {
    /** Returns true if \a empire has been eliminated by the applicable
      * definition of elimination.  As of this writing, elimination means
      * having no ships and no population on planets. */
    bool EmpireEliminated(int empire_id, const ObjectMap& objects) {
        // are there any populated planets? if so, not eliminated
        // are there any ships? if so, not eliminated
        return !objects.check_if_any<Planet>([empire_id](const auto* p)
                                             { return p->OwnedBy(empire_id) && p->Populated(); }) &&
               !objects.check_if_any<Ship>([empire_id](const auto* s)
                                           { return s->OwnedBy(empire_id); });
    }

    void Uniquify(auto& vec) {
        if (vec.empty())
            return;
        std::stable_sort(vec.begin(), vec.end());
        const auto unique_it = std::unique(vec.begin(), vec.end());
        vec.erase(unique_it, vec.end());
    }

    std::string to_string(const auto& stuff) {
        if (stuff.empty())
            return "(none)";

        std::string retval;
        retval.reserve(stuff.size() * 24); // guesstimate

        for (const auto thing : stuff)
            if constexpr (std::is_same_v<std::decay_t<decltype(thing)>, int>) {
                retval.append(std::to_string(thing)).append(" ");
            } else {
                retval.append(thing->Name())
                    .append(" (id: ").append(std::to_string(thing->ID()))
                    .append(" owner: ").append(std::to_string(thing->Owner())).append(") ");
            }
        return retval;
    };

    constexpr auto not_null = [](const auto* p) noexcept { return !!p; };
    constexpr auto to_owner = [](const auto* p) noexcept { return p->Owner(); };

    // .first: IDs of all empires with fleets at system with id \a system_id
    // .second.first: IDs of empires with aggressive-fleet combat-capable ships at that system
    // .second.second: IDs of empires with obstructive-fleet combat-capable ships at that system
    // empire IDs may include ALL_EMPIRES for non-empire-owned ships
    std::pair<std::vector<int>, std::pair<std::vector<int>, std::vector<int>>> GetEmpiresWithFleetsAtSystem(
        int system_id, const ScriptingContext& context)
    {
        const ObjectMap& objects = context.ContextObjects();
        const auto* system = objects.getRaw<System>(system_id);
        if (!system)
            return {};
        const auto fleets = objects.findRaw<Fleet>(system->FleetIDs());

        const auto fleets_owner_ids = [&fleets]() -> std::vector<int> {
            std::vector<int> retval;
            retval.reserve(fleets.size());
            range_copy(fleets | range_filter(not_null) | range_transform(to_owner),
                       std::back_inserter(retval));
            Uniquify(retval);
            return retval;
        };

        const auto aggressive_obstructive_combat_fleet_owner_ids =
            [&fleets, &context, system_id, system]() -> std::pair<std::vector<int>, std::vector<int>>
        {
            if (fleets.empty())
                return {};

            // unarmed empire ships can trigger combat, but
            // an unarmed Monster will not trigger combat
            const auto owned_or_can_damage_ships = [&context](const Fleet* fleet) -> bool
            { return !fleet->Unowned() || fleet->CanDamageShips(context); };

            auto combat_provoking_fleets_rng = fleets | range_filter(not_null)
                | range_filter(owned_or_can_damage_ships);

            static constexpr auto is_aggressive = [](const Fleet* fleet) noexcept -> bool
            { return fleet && fleet->Aggression() == FleetAggression::FLEET_AGGRESSIVE; };
            static constexpr auto is_obstructive = [](const Fleet* fleet) noexcept -> bool
            { return fleet && fleet->Aggression() == FleetAggression::FLEET_OBSTRUCTIVE; };

            DebugLogger(combat) << "CombatConditionsInSystem() for system (" << system_id << ") " << system->Name();
            DebugLogger(combat) << "   fleets here: " << [&fleets]() {
                std::string retval;
                for (auto& f : fleets)
                    retval.append(f->Name()).append(" ( id: ").append(std::to_string(f->ID()))
                          .append("  owner: ").append(std::to_string(f->Owner()))
                          .append("  aggression: ").append(to_string(f->Aggression()))
                          .append(" )   ");
                return retval;
            }();

            std::vector<int> retval_aggressive;
            retval_aggressive.reserve(fleets.size());
            range_copy(combat_provoking_fleets_rng | range_filter(is_aggressive) | range_transform(to_owner),
                       std::back_inserter(retval_aggressive));
            Uniquify(retval_aggressive);

            std::vector<int> retval_obstructive;
            retval_obstructive.reserve(fleets.size());
            range_copy(combat_provoking_fleets_rng | range_filter(is_obstructive) | range_transform(to_owner),
                       std::back_inserter(retval_obstructive));
            Uniquify(retval_obstructive);

            return {retval_aggressive, retval_obstructive};
        };

        return {fleets_owner_ids(), aggressive_obstructive_combat_fleet_owner_ids()};
    }

    std::vector<int> GetEmpiresWithPlanetsAtSystem(int system_id, const ObjectMap& objects) {
        const auto* system = objects.getRaw<System>(system_id);
        if (!system)
            return {};

        static constexpr auto is_owned = [](const Planet* p) noexcept { return p && !p->Unowned(); };
        static constexpr auto is_unowned_and_populated = [](const Planet* p) noexcept
        { return p && p->Unowned() && p->GetMeter(MeterType::METER_POPULATION)->Initial() > 0.0f; };

        const auto id_to_planet = [&objects](int id) { return objects.getRaw<Planet>(id); };

        const auto& planet_ids = system->PlanetIDs();
        std::vector<int> empire_ids;
        empire_ids.reserve(planet_ids.size());

        auto plt_rng = planet_ids | range_transform(id_to_planet);
        if (range_any_of(plt_rng, is_unowned_and_populated))
            empire_ids.push_back(ALL_EMPIRES);
        range_copy(plt_rng | range_filter(is_owned) | range_transform(to_owner),
                   std::back_inserter(empire_ids));

        Uniquify(empire_ids);

        return empire_ids;
    }

    template <typename FleetOrPlanet>
    [[nodiscard]] const auto& GetIDs(const System* system) noexcept
        requires(std::is_same_v<FleetOrPlanet, Fleet> || std::is_same_v<FleetOrPlanet, Planet>)
    {
        if constexpr (std::is_same_v<FleetOrPlanet, Fleet>)
            return system->FleetIDs();
        else if constexpr (std::is_same_v<FleetOrPlanet, Planet>)
            return system->PlanetIDs();
    }

    template <typename FleetOrPlanet>
    [[nodiscard]] std::vector<const FleetOrPlanet*> GetObjsVisibleToEmpireOrNeutralsAtSystem(
        int empire_id, int system_id, const auto& override_vis_ids, const ScriptingContext& context)
        requires(std::is_same_v<int, std::decay_t<decltype(override_vis_ids.front())>> &&
                 (std::is_same_v<FleetOrPlanet, Fleet> || std::is_same_v<FleetOrPlanet, Planet>))
    {
        if (empire_id != ALL_EMPIRES && !context.GetEmpire(empire_id))
            return {}; // no such empire but id was not ALL_EMPIRES so should have been one...

        const ObjectMap& objects{context.ContextObjects()};

        auto* system = objects.getRaw<System>(system_id);
        if (!system)
            return {}; // no such system

        TraceLogger(combat) << "\t** GetObjsVisibleToEmpire<" << typeid(FleetOrPlanet).name()
                            << "> " << empire_id << " at system " << system->Name();

        // check visibility of object by empire/neutrals
        const auto is_visible_to_empire = [&context, &override_vis_ids, empire_id](const auto* obj) {
            if (!obj) return
                false;
            const auto id = obj->ID();

            if (std::any_of(override_vis_ids.begin(), override_vis_ids.end(),
                            [id](int oid) { return id == oid; }))
            { return true; }

            if constexpr (std::is_same_v<FleetOrPlanet, Planet>) {
                // skip planets that have no owner and that are unpopulated;
                // these don't matter for combat conditions tests
                if (obj->Unowned() && obj->GetMeter(MeterType::METER_POPULATION)->Initial() <= 0.0f)
                    return false;
            }
            return context.ContextVis(id, empire_id) >= Visibility::VIS_BASIC_VISIBILITY;
        };

        auto objs = objects.findRaw<FleetOrPlanet>(GetIDs<FleetOrPlanet>(system));
        if (objs.empty())
            return objs;
        const auto part_it = std::partition(objs.begin(), objs.end(), is_visible_to_empire);
        objs.erase(part_it, objs.end());
        Uniquify(objs);
        return objs;
    }

    /** Returns true iff there is an appropriate combination of objects in the
      * system with id \a system_id for a combat to occur. */
    [[nodiscard]] bool CombatConditionsInSystem(int system_id, const ScriptingContext& context,
                                                const auto& empire_vis_overrides)
        requires(std::is_same_v<int, std::decay_t<decltype(empire_vis_overrides.begin()->first)>> &&
                 std::is_same_v<int, std::decay_t<decltype(*empire_vis_overrides.begin()->second.begin())>>)
    {
        const auto& objects{context.ContextObjects()};

        // which empires have aggressive ships here? (including monsters as empire with id ALL_EMPIRES)

        // combats occur if:
        // 1) empires A and B are at war, and
        // 2) a) empires A and B both have fleets in a system, or
        // 2) b) empire A has a fleet and empire B has a planet in a system
        // 3) empire A can see the fleet or planet of empire B
        // 4) empire A's fleet is set to aggressive
        // 5) empire A is monsters, its fleet has at least one armed ship (unarmed monsters don't trigger combat)
        //
        // monster ships are treated as owned by an empire at war with all other empires (may be passive or aggressive)
        // native planets are treated as owned by an empire at war with all other empires
        // "can see" means has visibility due to normal detection mechanics, or possibly due to the
        // seen empire B fleet being involved in a blockade of empire A's fleet(s)

        // what empires have fleets here? (including monsters as id ALL_EMPIRES)
        const auto [empires_with_fleets_here, aggressive_obstructive_fleets_here] =
            GetEmpiresWithFleetsAtSystem(system_id, context);
        const auto& [empires_with_aggressive_armed_fleets_here, empires_with_obstructive_armed_fleets_here] =
            aggressive_obstructive_fleets_here;
        if (empires_with_fleets_here.empty() || empires_with_aggressive_armed_fleets_here.empty())
            return false;
        DebugLogger(combat) << "   Empires with at least one armed aggressive fleet present:  "
                            << to_string(empires_with_aggressive_armed_fleets_here);
        DebugLogger(combat) << "   Empires with at least one armed obstructive fleet present: "
                            << to_string(empires_with_obstructive_armed_fleets_here);
        DebugLogger(combat) << "   Empires with any fleet present: "
                            << to_string(empires_with_fleets_here);

        // what empires have planets or fleets here?
        // Unowned planets are included for ALL_EMPIRES if they have population > 0
        auto empires_here = GetEmpiresWithPlanetsAtSystem(system_id, objects);
        if (empires_here.empty() && empires_with_fleets_here.size() < 2) {
            DebugLogger(combat) << "   Only one combatant present: no combat.";
            return false;
        }
        DebugLogger(combat) << "   Empires with planets (or populated unowned) present:  " << to_string(empires_here);
        empires_here.insert(empires_here.end(),
                            empires_with_fleets_here.begin(), empires_with_fleets_here.end());
        Uniquify(empires_here);

        // what combinations of present empires are at war?
        std::map<int, std::set<int>> empires_here_at_war;  // for each empire, what other empires here is it at war with?
        for (auto emp1_it = empires_here.begin(); emp1_it != empires_here.end(); ++emp1_it) {
            auto emp2_it = emp1_it;
            ++emp2_it;
            for (; emp2_it != empires_here.end(); ++emp2_it) {
                if (*emp1_it == ALL_EMPIRES || *emp2_it == ALL_EMPIRES ||
                    context.ContextDiploStatus(*emp1_it, *emp2_it) == DiplomaticStatus::DIPLO_WAR)
                {
                    empires_here_at_war[*emp1_it].emplace(*emp2_it);
                    empires_here_at_war[*emp2_it].emplace(*emp1_it);
                }
            }
        }
        if (empires_here_at_war.empty()) {
            DebugLogger(combat) << "   No warring combatants present: no combat.";
            return false;
        }

        static constexpr auto not_null = [](const auto* p) noexcept -> bool { return !!p; };

        const auto overrides_for_empire =
            [&empire_vis_overrides](const int override_empire_id) -> const std::vector<int>& {
                static CONSTEXPR_VEC const std::vector<int> EMPTY_VEC;
                auto it = empire_vis_overrides.find(override_empire_id);
                return it == empire_vis_overrides.end() ? EMPTY_VEC : it->second;
            };

        // is an empire with an aggressive fleet here able to see a planet of an
        // empire it is at war with here?
        for (int aggressive_empire_id : empires_with_aggressive_armed_fleets_here) {
            // what empires is the aggressive empire at war with?
            const auto& at_war_with_empire_ids = empires_here_at_war[aggressive_empire_id];

            // what planets can the aggressive empire see?
            const auto aggressive_empire_visible_planets =
                GetObjsVisibleToEmpireOrNeutralsAtSystem<Planet>(
                    aggressive_empire_id, system_id, overrides_for_empire(aggressive_empire_id), context);
            // should be all non-null pointers...

            // is any planet owned by an empire at war with aggressive empire?
            for (const auto* planet : aggressive_empire_visible_planets | range_filter(not_null)) {
                const int visible_planet_empire_id = planet->Owner();

                if (aggressive_empire_id != visible_planet_empire_id &&
                    at_war_with_empire_ids.contains(visible_planet_empire_id))
                {
                    DebugLogger(combat) << "   Aggressive fleet empire " << aggressive_empire_id
                                        << " sees at war target planet " << planet->Name()
                                        << " (owner: " << visible_planet_empire_id << ")";
                    return true;  // an aggressive empire can see a planet onwned by an empire it is at war with
                }
            }
        }


        // is an empire with an aggressive fleet here able to see a fleet of an
        // empire it is at war with here?
        for (int aggressive_empire_id : empires_with_aggressive_armed_fleets_here) {
            // what empires is the aggressive empire at war with?
            const auto& at_war_with_empire_ids = empires_here_at_war[aggressive_empire_id];
            if (at_war_with_empire_ids.empty())
                continue;

            // what fleets can the aggressive empire see?
            const auto& overrides = overrides_for_empire(aggressive_empire_id);
            DebugLogger(combat) << "   aggressive fleet empire " << aggressive_empire_id
                                << " vis overrides here: " << to_string(overrides);

            const auto aggressive_empire_visible_fleets =
                GetObjsVisibleToEmpireOrNeutralsAtSystem<Fleet>(aggressive_empire_id, system_id,
                                                                overrides, context);
            DebugLogger(combat) << "   aggressive fleet empire " << aggressive_empire_id
                                << " can see fleets here: " << to_string(aggressive_empire_visible_fleets);

            const auto not_self_owned = [aggressive_empire_id](const UniverseObject* obj) noexcept
            { return obj && obj->Owner() != aggressive_empire_id; };

            const auto at_war_with = [&at_war_with_empire_ids](const UniverseObject* obj) noexcept
            { return at_war_with_empire_ids.contains(obj->Owner()); };

            // is any fleet owned by an empire at war with aggressive empire?
            for (const auto* fleet : aggressive_empire_visible_fleets
                 | range_filter(not_self_owned) | range_filter(at_war_with))
            {
                DebugLogger(combat) << "   aggressive fleet empire " << aggressive_empire_id
                                    << " sees at-war target fleet " << fleet->Name()
                                    << " (" << fleet->ID() << " of empire " << fleet->Owner() << ")";
                return true;  // an aggressive empire can see a fleet owned by an empire it is at war with
            }
        }

        DebugLogger(combat) << "   No aggressive armed fleet empire can see a target: no combat.";
        return false;   // no possible conditions for combat were found
    }

    /** Clears and refills \a combats with CombatInfo structs for
      * every system where a combat should occur this turn. */
    [[nodiscard]] std::vector<CombatInfo> AssembleSystemCombatInfo(ScriptingContext& context,
                                                                   const auto& empire_vis_overrides)
    {
        std::vector<CombatInfo> combats;
        combats.reserve(context.ContextObjects().size());
        // for each system, find if a combat will occur in it, and if so, assemble
        // necessary information about that combat in combats
        for (const auto* sys : context.ContextObjects().allRaw<System>()) {
            if (CombatConditionsInSystem(sys->ID(), context, empire_vis_overrides))
                combats.emplace_back(sys->ID(), context.current_turn, context.ContextUniverse(),
                                     context.Empires(), context.diplo_statuses,
                                     context.galaxy_setup_data, context.species,
                                     context.supply);
        }
        return combats;
    }

    /** Back project meter values of objects in combat info, so that changes to
      * meter values from combat aren't lost when resetting meters during meter
      * updating after combat. */
    void BackProjectSystemCombatInfoObjectMeters(std::vector<CombatInfo>& combats) {
        for (CombatInfo& combat : combats) {
            for (auto* object : combat.objects.allRaw())
                object->BackPropagateMeters();
        }
    }

    /** Takes contents of CombatInfo struct and puts it into the universe.
      * Used to store results of combat in main universe. */
    void DisseminateSystemCombatInfo(const std::vector<CombatInfo>& combats, Universe& universe,
                                     const EmpireManager& empires)
    {
        // As of this writing, pointers to objects are inserted into the combat
        // ObjectMap, and these pointers still refer to the main gamestate
        // objects. Thus, copying the objects in the main gamestate are already
        // modified by the combat, and don't need to be copied from the combat
        // ObjectMap. However, the changes to object visibility during combat
        // are stored separately, and do need to be copied back to the main
        // gamestate. Standard visibility updating will then transfer the
        // modified objects / combat results to empires' known gamestate
        // ObjectMaps.

#if (!defined(__clang_major__) || (__clang_major__ >= 16)) && (BOOST_VERSION >= 107700)
        const auto empire_ids = std::span<const int>(empires.EmpireIDs());
#else
        const std::vector<int> empire_ids_vec(empires.EmpireIDs().begin(), empires.EmpireIDs().end());
        const auto empire_ids = std::span<const int>(empire_ids_vec);
#endif

        for (const CombatInfo& combat_info : combats) {
            // update visibilities from combat, in case anything was revealed
            // by shooting during combat
            for (const auto& [vis_empire_id, empire_vis] : combat_info.empire_object_visibility) {
                for (const auto& [vis_object_id, object_vis] : empire_vis | range_filter([](auto id) { return id.first >= 0; }))
                    universe.SetEmpireObjectVisibility(vis_empire_id, vis_object_id, object_vis);  // does not lower visibility
            }


            // indexed by fleet id, which empire ids to inform that a fleet is destroyed
            std::map<int, std::set<int>> empires_to_update_of_fleet_destruction;

            // update which empires know objects are destroyed.  this may
            // duplicate the destroyed object knowledge that is set when the
            // object is destroyed with Universe::Destroy, but there may also
            // be empires in this battle that otherwise couldn't see the object
            // as determined for galaxy map purposes, but which do know it has
            // been destroyed from having observed it during the battle.
            for (const auto& [empire_id, obj_ids] : combat_info.destroyed_object_knowers) {
                for (int object_id : obj_ids) {
                    //DebugLogger() << "Setting knowledge of destroyed object " << object_id
                    //                       << " for empire " << empire_id;
                    universe.SetEmpireKnowledgeOfDestroyedObject(object_id, empire_id);

                    // record if empire should be informed of potential fleet
                    // destruction (which is checked later)
                    if (const auto* ship = universe.Objects().getRaw<Ship>(object_id)) {
                        if (ship->FleetID() != INVALID_OBJECT_ID)
                            empires_to_update_of_fleet_destruction[ship->FleetID()].emplace(empire_id);
                    }
                }
            }


            // destroy, in main universe, objects that were destroyed in combat,
            // and any associated objects that should now logically also be
            // destroyed
            std::set<int> all_destroyed_object_ids;
            for (int destroyed_object_id : combat_info.destroyed_object_ids) {
                auto dest_obj_ids = universe.RecursiveDestroy(destroyed_object_id, empire_ids);
                all_destroyed_object_ids.insert(dest_obj_ids.begin(), dest_obj_ids.end());
            }


            // after recursive object destruction, fleets might have been
            // destroyed. If so, need to also update empires knowledge of this
            for (const auto& fleet_empires : empires_to_update_of_fleet_destruction) {
                int fleet_id = fleet_empires.first;
                if (!all_destroyed_object_ids.contains(fleet_id))
                    continue;   // fleet wasn't destroyed
                // inform empires
                for (int empire_id : fleet_empires.second) {
                    //DebugLogger() << "Setting knowledge of destroyed object " << fleet_id
                    //                       << " for empire " << empire_id;
                    universe.SetEmpireKnowledgeOfDestroyedObject(fleet_id, empire_id);
                }
            }


            // update system ownership after combat.  may be necessary if the
            // combat caused planets to change ownership.
            if (auto system = universe.Objects().get<System>(combat_info.system_id)) {
                // ensure all participants get updates on system.  this ensures
                // that an empire who lose all objects in the system still
                // knows about a change in system ownership
                for (int empire_id : combat_info.empire_ids)
                    universe.EmpireKnownObjects(empire_id).CopyObject(system, ALL_EMPIRES, universe);
            }
        }
    }

    /** Creates sitreps for all empires involved in a combat. */
    void CreateCombatSitReps(std::vector<CombatInfo>& combats) {
        CombatLogManager& log_manager = GetCombatLogManager();

        for (CombatInfo& combat_info : combats) {
            // add combat log entry
            int log_id = log_manager.AddNewLog(CombatLog{combat_info});

            // basic "combat occured" sitreps
            for (int empire_id : combat_info.empire_ids) {
                if (auto empire{combat_info.GetEmpire(empire_id)})
                    empire->AddSitRepEntry(CreateCombatSitRep(
                        combat_info.system_id, log_id, EnemyId(empire_id, combat_info.empire_ids),
                        combat_info.turn));
            }

            // sitreps about destroyed objects
            for (auto& [knowing_empire_id, known_destroyed_object_ids] :
                 combat_info.destroyed_object_knowers)
            {
                if (auto empire{combat_info.GetEmpire(knowing_empire_id)}) {
                    for (int dest_obj_id : known_destroyed_object_ids) {
                        if (auto* obj = combat_info.objects.getRaw(dest_obj_id))
                            empire->AddSitRepEntry(CreateCombatDestroyedObjectSitRep(
                                obj, combat_info.system_id, knowing_empire_id, combat_info.turn));
                    }
                }
            }

            // sitreps about damaged objects
            for (int damaged_object_id : combat_info.damaged_object_ids) {
                //DebugLogger() << "Checking object " << damaged_object_id << " for damaged sitrep";
                // is object destroyed? If so, don't need a damage sitrep
                if (combat_info.destroyed_object_ids.contains(damaged_object_id)) {
                    //DebugLogger() << " ... Object is destroyed and doesn't need a sitrep.";
                    continue;
                }
                const auto* obj = combat_info.objects.getRaw(damaged_object_id);
                if (!obj) {
                    ErrorLogger() << "CreateCombatSitreps couldn't find damaged object with id: " << damaged_object_id;
                    continue;
                }

                // which empires know about this object?
                for (auto& [viewing_empire_id, empire_known_objects] : combat_info.empire_object_visibility) {
                    // does this empire know about this object?
                    auto damaged_obj_it = empire_known_objects.find(damaged_object_id);
                    if (damaged_obj_it == empire_known_objects.end())
                        continue;
                    if (damaged_obj_it->second < Visibility::VIS_PARTIAL_VISIBILITY)
                        continue;

                    if (auto empire = combat_info.GetEmpire(viewing_empire_id))
                        empire->AddSitRepEntry(CreateCombatDamagedObjectSitRep(
                            obj, combat_info.system_id, viewing_empire_id, combat_info.turn));
                }
            }
        }
    }

    /** De-nests sub-events into a single layer list of events */
    std::vector<ConstCombatEventPtr> FlattenEvents(const std::vector<CombatEventPtr>& events1) {
        std::vector<ConstCombatEventPtr> flat_events{events1.begin(), events1.end()}; // copy top-level input events

        // copy nested sub-events of top-level events
        for (const auto& event1 : events1) {                        // can't modify the input events pointers
            auto events2{event1->SubEvents(ALL_EMPIRES)};           // makes movable pointers to event1's sub-events

            for (auto& event2 : events2) {
                auto events3{event2->SubEvents(ALL_EMPIRES)};       // makes movable pointers to event2's sub-events
                flat_events.push_back(std::move(event2));           // can move the pointers to events2 = event1's sub-events

                for (auto& event3 : events3) {
                    auto events4{event3->SubEvents(ALL_EMPIRES)};   // makes movable pointers to event3's sub-events
                    flat_events.push_back(std::move(event3));       // can move the pointers to events3 = event2's sub-events

                    for (auto& event4 : events4)
                        flat_events.push_back(std::move(event4));   // can move the pointers to events4 = event3's sub-events
                }
            }
        }

        return flat_events;
    }

    /** Records info in Empires about what they destroyed or had destroyed during combat. */
    void UpdateEmpireCombatDestructionInfo(const std::vector<CombatInfo>& combats,
                                           ScriptingContext& context)
    {
        for (const CombatInfo& combat_info : combats) {
            const auto& combat_objects = combat_info.objects;

            std::vector<WeaponFireEvent::ConstWeaponFireEventPtr> events_that_killed;
            for (auto& event : FlattenEvents(combat_info.combat_events)) { // TODO: could do the filtering in the call function and avoid some moves later...
                auto fire_event = std::dynamic_pointer_cast<const WeaponFireEvent>(std::move(event));
                if (fire_event && combat_info.destroyed_object_ids.contains(fire_event->target_id)) {
                    TraceLogger() << "Kill event: " << fire_event->DebugString(context);
                    events_that_killed.push_back(std::move(fire_event));
                }
            }
            DebugLogger() << "Combat combat_info system: " << combat_info.system_id
                          << "  Total Kill Events: " << events_that_killed.size();



            // If a ship was attacked multiple times during a combat in which it dies, it will get
            // processed multiple times here.  The below set will keep it from being logged as
            // multiple destroyed ships for its owner.
            std::unordered_set<int> already_logged__target_ships;
            std::unordered_map<int, int> empire_destroyed_ship_ids;

            for (const auto& attack_event : events_that_killed) {
                auto attacker = combat_objects.get(attack_event->attacker_id);
                if (!attacker)
                    continue;
                const int attacker_empire_id = attacker->Owner();
                auto attacker_empire = context.GetEmpire(attacker_empire_id);

                auto* target_ship = combat_objects.getRaw<Ship>(attack_event->target_id);
                if (!target_ship)
                    continue;
                const int target_empire_id = target_ship->Owner();
                auto target_empire = context.GetEmpire(target_empire_id);

                const auto attacker_object_type = attacker->ObjectType();

                DebugLogger() << "Attacker " << to_string(attacker_object_type)
                              << " " << attacker->Name() << " (id: " << attacker->ID()
                              << "  empire: " << std::to_string(attacker_empire_id)
                              << ")  attacks " << target_ship->Name()
                              << " (id: " << target_ship->ID()
                              << "  empire: " << std::to_string(target_empire_id)
                              << "  species: " << target_ship->SpeciesName() << ")";

                if (attacker_empire)
                    attacker_empire->RecordShipShotDown(*target_ship);

                if (target_empire) {
                    if (already_logged__target_ships.contains(attack_event->target_id))
                        continue;
                    already_logged__target_ships.insert(attack_event->target_id);
                    target_empire->RecordShipLost(*target_ship);
                }
            }
        }
    }

    /** Records info in Empires about where they invaded. */
    void UpdateEmpireInvasionInfo(const std::map<int, std::map<int, double>>& planet_empire_invasion_troops,
                                  EmpireManager& empires, const ObjectMap& objects)
    {
        const auto get_empire = [&empires](const auto empire_id) { return empires.GetEmpire(empire_id); };
        const auto get_planet = [&objects](const auto& planet_id_troops)
        { return std::pair(objects.getRaw<Planet>(planet_id_troops.first), planet_id_troops.second); };
        static constexpr auto has_species = [](const auto* planet) { return planet && planet->SpeciesName().empty(); };

        for (const auto& [planet, empire_troops] : planet_empire_invasion_troops | range_transform(get_planet)) {
            if (!has_species(planet)) continue; // if in loop avoids double-transform with range filter
            for (const auto& invader_empire : empire_troops | range_keys | range_transform(get_empire))
                if (invader_empire) invader_empire->RecordPlanetInvaded(*planet); // if in loop avoids double-transform with a range filter
        }
    }

    /** Does colonization, with safety checks */
    bool ColonizePlanet(int ship_id, int planet_id, ScriptingContext& context, const std::span<const int> empire_ids) {
        auto& objects = context.ContextObjects();
        auto& universe = context.ContextUniverse();

        auto* ship = objects.getRaw<Ship>(ship_id);
        if (!ship) {
            ErrorLogger() << "ColonizePlanet couldn't get ship with id " << ship_id;
            return false;
        }
        auto* planet = objects.getRaw<Planet>(planet_id);
        if (!planet) {
            ErrorLogger() << "ColonizePlanet couldn't get planet with id " << planet_id;
            return false;
        }

        // get species to colonize with: species of ship
        const auto& species_name = ship->SpeciesName();
        if (species_name.empty()) {
            ErrorLogger() << "ColonizePlanet ship has no species";
            return false;
        }

        const float colonist_capacity = ship->ColonyCapacity(universe);

        if (colonist_capacity > 0.0f &&
            planet->EnvironmentForSpecies(context.species, species_name) < PlanetEnvironment::PE_HOSTILE)
        {
            ErrorLogger() << "ColonizePlanet nonzero colonist capacity and planet that ship's species can't colonize";
            return false;
        }

        // get empire to give ownership of planet to
        if (ship->Unowned()) {
            ErrorLogger() << "ColonizePlanet couldn't get an empire to colonize with";
            return false;
        }
        const int empire_id = ship->Owner();

        // all checks passed.  proceed with colonization.

        // colonize planet by calling Planet class Colonize member function
        // do this BEFORE destroying the ship, since species_name is a const reference to Ship::m_species_name
        if (!planet->Colonize(empire_id, species_name, colonist_capacity, context)) {
            ErrorLogger() << "ColonizePlanet: couldn't colonize planet";
            return false;
        }

        auto* system = objects.getRaw<System>(ship->SystemID());

        // destroy colonizing ship, and its fleet if now empty
        if (auto* fleet = objects.getRaw<Fleet>(ship->FleetID())) {
            fleet->RemoveShips({ship->ID()});
            if (fleet->Empty()) {
                if (system)
                    system->Remove(fleet->ID());
                universe.Destroy(fleet->ID(), std::span(empire_ids));
            }
        }

        if (system)
            system->Remove(ship->ID());
        universe.RecursiveDestroy(ship->ID(), std::span(empire_ids)); // does not count as a loss of a ship for the species / empire

        return true;
    }

    /** Determines which ships ordered to colonize planet succeed, does
      * appropriate colonization, and cleans up after colonization orders.
      * Returns the IDs of planets that were colonized and IDs of ships that
      * colonized. */
    [[nodiscard]] std::pair<std::vector<int>, std::vector<int>> HandleColonization(ScriptingContext& context) {
        Universe& universe = context.ContextUniverse();
        ObjectMap& objects = context.ContextObjects();
#if (!defined(__clang_major__) || (__clang_major__ >= 16)) && (BOOST_VERSION >= 107700)
        const std::span<const int> empire_ids(context.EmpireIDs());
#else
        const auto& empire_ids_fs = context.EmpireIDs();
        const std::vector<int> empire_ids_vec(empire_ids_fs.begin(), empire_ids_fs.end());
        const std::span<const int> empire_ids(empire_ids_vec);
#endif

        // collect, for each planet, what ships have been ordered to colonize it
        std::map<int, std::map<int, std::set<int>>> planet_empire_colonization_ship_ids; // map from planet ID to map from empire ID to set of ship IDs

        for (auto* ship : objects.allRaw<Ship>()) {
            if (ship->Unowned())
                continue;
            const int owner_empire_id = ship->Owner();
            const int ship_id = ship->ID();
            if (ship_id == INVALID_OBJECT_ID)
                continue;

            const int colonize_planet_id = ship->OrderedColonizePlanet();
            if (colonize_planet_id == INVALID_OBJECT_ID)
                continue;

            ship->SetColonizePlanet(INVALID_OBJECT_ID); // reset so failed colonization doesn't leave ship with hanging colonization order set

            auto* planet = objects.getRaw<Planet>(colonize_planet_id);
            if (!planet)
                continue;

            if (ship->SystemID() != planet->SystemID() || ship->SystemID() == INVALID_OBJECT_ID)
                continue;

            planet->ResetIsAboutToBeColonized();

            planet_empire_colonization_ship_ids[colonize_planet_id][owner_empire_id].insert(ship_id);
        }


        std::vector<int> colonized_planet_ids;
        colonized_planet_ids.reserve(planet_empire_colonization_ship_ids.size());
        std::vector<int> colonizing_ship_ids;
        colonizing_ship_ids.reserve(planet_empire_colonization_ship_ids.size()); // possibly an underestimate

        // execute colonization except when:
        // 1) an enemy empire has armed aggressive ships in the system
        // 2) multiple empires try to colonize a planet on the same turn
        for (const auto& [planet_id, empires_ships_colonizing] : planet_empire_colonization_ship_ids) {
            const auto* const planet = objects.getRaw<Planet>(planet_id);
            if (!planet) {
                ErrorLogger() << "HandleColonization couldn't get planet with id " << planet_id;
                continue;
            }
            const int system_id = planet->SystemID();
            const auto* const system = objects.getRaw<System>(system_id);
            if (!system) {
                ErrorLogger() << "HandleColonization couldn't get system with id " << system_id;
                continue;
            }

            // can't colonize if multiple empires attempting to do so on same turn
            if (empires_ships_colonizing.size() != 1) {
                // generate sitreps for every empire that tried to colonize this planet
                for (const auto& [empire_id, colonizing_ships] : empires_ships_colonizing) {
                    const auto empire = context.GetEmpire(empire_id);
                    if (!empire) {
                        ErrorLogger() << "HandleColonization couldn't get empire with id " << empire_id;
                        continue;
                    }

                    const auto is_visible =
                        [empire_it{context.empire_object_vis.find(empire_id)},
                         end_it{context.empire_object_vis.end()}](const int obj_id) -> bool
                    {
                        if (empire_it == end_it)
                            return false;
                        const auto obj_it = empire_it->second.find(obj_id);
                        if (obj_it == empire_it->second.end())
                            return false;
                        return obj_it->second >= Visibility::VIS_BASIC_VISIBILITY;
                    };

                    for (const int ship_id : colonizing_ships) {
                        bool created_empire_specific_message = false;


                        // check other ships colonizing here...
                        for (const auto& [other_empire_id, other_empire_colonizing_ships] : empires_ships_colonizing) {
                            for (const auto other_ship_id : other_empire_colonizing_ships) {
                                if (!is_visible(other_ship_id))
                                    continue;
                                if (other_ship_id == ship_id)
                                    continue;
                                empire->AddSitRepEntry(CreatePlanetEstablishFailedVisibleOtherSitRep(
                                    planet_id, ship_id, other_empire_id, context.current_turn));
                                created_empire_specific_message = true;
                                break;
                            }
                        }
                        // can this empire see another ship that attempted to colonize the same planet?
                        // SITREP_PLANET_ESTABLISH_FAILED_VISIBLE
                        //Ship %ship% failed to establish a colony or outpost on %planet% because the %empire% also attempted to establish on the same planet.
                        //SITREP_PLANET_ESTABLISH_FAILED_VISIBLE_LABEL

                        // no, just issue generic message
                        if (!created_empire_specific_message)
                            empire->AddSitRepEntry(CreatePlanetEstablishFailedSitRep(planet_id, ship_id, context.current_turn));
                    }
                }
                continue;
            }
            const int colonizing_empire_id = empires_ships_colonizing.begin()->first;
            auto empire = context.GetEmpire(colonizing_empire_id);

            const auto& empire_ships_colonizing = empires_ships_colonizing.begin()->second;
            if (empire_ships_colonizing.empty())
                continue;
            const int colonizing_ship_id = *empire_ships_colonizing.begin();

            // find which empires have obstructive armed ships in system
            std::set<int> empires_with_armed_ships_in_system;
            for (auto* fleet : objects.findRaw<const Fleet>(system->FleetIDs())) {
                if (fleet->Obstructive() && fleet->CanDamageShips(context))
                    empires_with_armed_ships_in_system.insert(fleet->Owner());  // may include ALL_EMPIRES, which is fine; this makes monsters prevent colonization
            }

            // are any of the empires with armed ships in the system enemies of the colonzing empire?
            bool colonize_blocked = false;
            for (int armed_ship_empire_id : empires_with_armed_ships_in_system) {
                if (armed_ship_empire_id == colonizing_empire_id)
                    continue;
                if (armed_ship_empire_id == ALL_EMPIRES ||
                    context.ContextDiploStatus(colonizing_empire_id, armed_ship_empire_id) == DiplomaticStatus::DIPLO_WAR)
                {
                    if (empire)
                        empire->AddSitRepEntry(CreatePlanetEstablishFailedArmedSitRep(
                            planet_id, colonizing_ship_id, armed_ship_empire_id, context.current_turn));
                    colonize_blocked = true;
                    break;
                }
            }

            if (colonize_blocked)
                continue;

            // before actual colonization, which deletes the colony ship, store ship info for later use with sitrep generation
            auto* ship = objects.getRaw<Ship>(colonizing_ship_id);
            if (!ship)
                ErrorLogger() << "HandleColonization couldn't get ship with id " << colonizing_ship_id;
            const auto& species_name = ship ? ship->SpeciesName() : "";
            float colonist_capacity = ship ? ship->ColonyCapacity(universe) : 0.0f;

            // do colonization
            if (!ColonizePlanet(colonizing_ship_id, planet_id, context, empire_ids))
                continue;   // skip sitrep if colonization failed

            // record successful colonization
            colonized_planet_ids.push_back(planet_id);
            colonizing_ship_ids.push_back(colonizing_ship_id);

            // sitrep about colonization / outposting
            if (!empire) {
                ErrorLogger() << "HandleColonization couldn't get empire with id " << colonizing_empire_id;
            } else {
                if (species_name.empty() || colonist_capacity <= 0.0f)
                    empire->AddSitRepEntry(CreatePlanetOutpostedSitRep(planet_id, context.current_turn));
                else
                    empire->AddSitRepEntry(CreatePlanetColonizedSitRep(planet_id, species_name, context.current_turn));
            }
        }

        return {colonized_planet_ids, colonizing_ship_ids};
    }

    /** Determines which ships ordered to invade planets, does invasion and
      * ground combat resolution. Returns IDs of planets that had ground combat
      * occur on them and IDs of ships that invaded a planet. */
    [[nodiscard]] std::pair<std::vector<int>, std::vector<int>> HandleInvasion(ScriptingContext& context) {
        std::map<int, std::map<int, double>> planet_empire_troops;  // map from planet ID to map from empire ID to pair consisting of set of ship IDs and amount of troops empires have at planet
        std::vector<Ship*> invade_ships;
        Universe& universe = context.ContextUniverse();
        ObjectMap& objects = context.ContextObjects();
        EmpireManager& empires = context.Empires();
#if (!defined(__clang_major__) || (__clang_major__ >= 16)) && (BOOST_VERSION >= 107700)
        const std::span<const int> empire_ids(context.EmpireIDs());
#else
        const auto& empire_ids_fs = context.EmpireIDs();
        const std::vector<int> empire_ids_vec(empire_ids_fs.begin(), empire_ids_fs.end());
        const std::span<const int> empire_ids(empire_ids_vec);
#endif

        // collect ships that are invading and the troops they carry
        for (auto* ship : objects.findRaw<Ship>([&universe](const Ship& s) {
                                                    return s.SystemID() != INVALID_OBJECT_ID &&
                                                        s.OrderedInvadePlanet() != INVALID_OBJECT_ID &&
                                                        s.HasTroops(universe);
                                                }))
        {
            invade_ships.push_back(ship);

            auto* planet = objects.getRaw<Planet>(ship->OrderedInvadePlanet());
            if (!planet)
                continue;
            planet->ResetIsAboutToBeInvaded();

            if (ship->SystemID() != planet->SystemID())
                continue;
            if (ship->SystemID() == INVALID_OBJECT_ID)
                continue;

            // how many troops are invading?
            planet_empire_troops[ship->OrderedInvadePlanet()][ship->Owner()] += ship->TroopCapacity(universe);

            DebugLogger() << "HandleInvasion has accounted for "<< ship->TroopCapacity(universe)
                          << " troops to invade " << planet->Name()
                          << " and is destroying ship " << ship->ID()
                          << " named " << ship->Name();
        }

        std::vector<int> invading_ship_ids;
        invading_ship_ids.reserve(invade_ships.size());
        std::transform(invade_ships.begin(), invade_ships.end(), std::back_inserter(invading_ship_ids),
                       [](const auto* ship) { return ship->ID(); });

        // delete ships that invaded something
        for (auto* ship : invade_ships) {
            auto* system = objects.getRaw<System>(ship->SystemID());

            // destroy invading ships and their fleets if now empty
            if (auto* fleet = objects.getRaw<Fleet>(ship->FleetID())) {
                fleet->RemoveShips({ship->ID()});
                if (fleet->Empty()) {
                    if (system)
                        system->Remove(fleet->ID());
                    universe.Destroy(fleet->ID(), empire_ids);
                }
            }
            if (system)
                system->Remove(ship->ID());

            universe.RecursiveDestroy(ship->ID(), empire_ids); // does not count as ship loss for empire/species
        }

        // store invasion info in empires
        UpdateEmpireInvasionInfo(planet_empire_troops, empires, objects);


        // check each planet invading or other troops, such as due to empire troops,
        // native troops, or rebel troops
        for (const auto* planet : objects.allRaw<Planet>()) {
            planet_empire_troops[planet->ID()].merge(planet->EmpireGroundCombatForces());
            //auto empire_forces = planet->EmpireGroundCombatForces();
            //if (!empire_forces.empty())
            //    planet_empire_troops[planet->ID()].insert(empire_forces.begin(), empire_forces.end());
        }

        std::vector<int> ground_combat_planet_ids;
        ground_combat_planet_ids.reserve(planet_empire_troops.size());

        // process each planet's ground combats
        for (auto& [planet_id, empires_troops] : planet_empire_troops) {
            if (empires_troops.empty())
                continue;

            std::set<int> all_involved_empires;
            for (const auto empire_id : empires_troops | range_keys) {
                if (empire_id != ALL_EMPIRES)
                    all_involved_empires.insert(empire_id);
            }
            auto planet = objects.get<Planet>(planet_id);
            if (!planet) {
                ErrorLogger() << "Ground combat couldn't get planet with id " << planet_id;
                continue;
            }
            const int planet_initial_owner_id = planet->Owner();
            if (planet_initial_owner_id != ALL_EMPIRES)
                all_involved_empires.insert(planet_initial_owner_id);

            {
                // find which, if any, empire has invaded with the most troops, excluding
                // the current owner, no empire / rebels, and any ally of the current owner
                const int biggest_new_invader =
                    [&context, planet_initial_owner_id](const auto& empires_troops)
                {
                    int biggest_troop_count = 0;
                    int biggest_empire_id = ALL_EMPIRES;
                    for (auto& [empire_id, troop_count] : empires_troops) {
                        if (empire_id == planet_initial_owner_id)
                            continue; // self defense of a planet with troops doesn't erase another empire having previous invaded
                        if (empire_id == ALL_EMPIRES)
                            continue; // rebels reclaiming a planet doesn't erase the last empire that invaded it
                        const auto ds = context.ContextDiploStatus(planet_initial_owner_id, empire_id);
                        if (ds == DiplomaticStatus::DIPLO_PEACE)
                            continue; // not sure how this would happen, but ignore...
                        if (ds == DiplomaticStatus::DIPLO_ALLIED)
                            continue; // if assisting in defense, is not an invasion
                        if (troop_count > biggest_troop_count) {
                            biggest_troop_count = troop_count;
                            biggest_empire_id = empire_id;
                        }
                    }
                    return biggest_empire_id;
                }(empires_troops);
                if (biggest_new_invader != ALL_EMPIRES)
                    planet->SetLastInvadedByEmpire(biggest_new_invader);
            }

            if (empires_troops.size() == 1) {
                const int empire_with_troops_id = empires_troops.begin()->first;
                if (planet->Unowned() && empire_with_troops_id == ALL_EMPIRES)
                    continue;   // if troops are neutral and planet is unowned, not a combat.
                if (planet->OwnedBy(empire_with_troops_id))
                    continue;   // if troops all belong to planet owner, not a combat.

            } else {
                DebugLogger() << "Ground combat troops on " << planet->Name() << " :";
                for (const auto& [empire_with_troops_id, empire_troop_level] : empires_troops)
                    DebugLogger() << " ... empire: " << empire_with_troops_id << " : " << empire_troop_level;
                Planet::ResolveGroundCombat(empires_troops, empires.GetDiplomaticStatuses());
                ground_combat_planet_ids.push_back(planet_id);
            }

            for (int empire_id : all_involved_empires) {
                if (auto empire = empires.GetEmpire(empire_id))
                    empire->AddSitRepEntry(CreateGroundCombatSitRep(
                        planet_id, EnemyId(empire_id, all_involved_empires), context.current_turn));
            }


            // process post-combat cleanup...
            if (empires_troops.size() == 1) {
                int victor_id = empires_troops.begin()->first;
                // single empire was victorious.  conquer planet if appropriate...
                // if planet is unowned and victor is an empire, or if planet is
                // owned by an empire that is not the victor, conquer it
                if ((victor_id != ALL_EMPIRES) && (planet->Unowned() || !planet->OwnedBy(victor_id))) {
                    planet->Conquer(victor_id, context);

                    // create planet conquered sitrep for all involved empires
                    for (int empire_id : all_involved_empires) {
                        if (auto empire = empires.GetEmpire(empire_id))
                            empire->AddSitRepEntry(CreatePlanetCapturedSitRep(planet_id, victor_id, context.current_turn));
                    }

                    DebugLogger() << "Empire conquers planet";
                    for (auto& [empire_with_post_battle_troops_id, troop_count] : empires_troops)
                        DebugLogger() << " empire: " << empire_with_post_battle_troops_id << ": " << troop_count;


                } else if (!planet->Unowned() && victor_id == ALL_EMPIRES) {
                    int previous_owner_id = planet->Owner();
                    planet->Conquer(ALL_EMPIRES, context);
                    DebugLogger() << "Independents conquer planet";
                    for (const auto& empire_troops : empires_troops)
                        DebugLogger() << " empire: " << empire_troops.first << ": " << empire_troops.second;

                    for (int empire_id : all_involved_empires) {
                        if (auto empire = empires.GetEmpire(empire_id))
                            empire->AddSitRepEntry(CreatePlanetRebelledSitRep(planet_id, previous_owner_id, context.current_turn));
                    }

                } else {
                    // defender held the planet
                    DebugLogger() << "Defender holds planet";
                    for (auto& [empire_with_post_battle_troops_id, troop_count] : empires_troops)
                        DebugLogger() << " empire: " << empire_with_post_battle_troops_id << ": " << troop_count;
                }

                // regardless of whether battle resulted in conquering, it did
                // likely affect the troop numbers on the planet
                if (Meter* meter = planet->GetMeter(MeterType::METER_TROOPS))
                    meter->SetCurrent(empires_troops.begin()->second);  // new troops on planet is remainder after battle

            } else {
                // no troops left?
                if (Meter* meter = planet->GetMeter(MeterType::METER_TROOPS))
                    meter->SetCurrent(0.0f);
                if (Meter* meter = planet->GetMeter(MeterType::METER_REBEL_TROOPS))
                    meter->SetCurrent(0.0f);
            }

            planet->BackPropagateMeters();

            // knowledge update to ensure previous owner of planet knows who owns it now?
            if (planet_initial_owner_id != ALL_EMPIRES && planet_initial_owner_id != planet->Owner()) {
                // get empire's knowledge of object
                ObjectMap& empire_latest_known_objects = universe.EmpireKnownObjects(planet_initial_owner_id);
                empire_latest_known_objects.CopyObject(std::move(planet), planet_initial_owner_id, universe);
            }
        }

        return {ground_combat_planet_ids, invading_ship_ids};
    }

    /** Determines which fleets or planets ordered given to other empires,
      * and sets their new ownership. Returns the IDs of anything gifted. */
    std::vector<int> HandleGifting(EmpireManager& empires, ObjectMap& objects, int current_turn,
                                   const std::span<const int> invaded_planet_ids,
                                   const std::span<const int> invading_ship_ids,
                                   const std::span<const int> colonizing_ship_ids,
                                   const std::span<const int> annexed_planets_ids) // TODO: disallow annexed planets
    {
        // determine system IDs where empires can receive gifts
        std::map<int, std::set<int>> empire_receiving_locations;
        auto owned_planet = [](const Planet& p) { return !p.Unowned(); };
        for (const auto* planet : objects.findRaw<const Planet>(owned_planet))
            empire_receiving_locations[planet->SystemID()].insert(planet->Owner());
        auto owned_ship_in_system = [](const Ship& s) { return !s.Unowned() && s.SystemID() != INVALID_OBJECT_ID; };
        for (const auto* ship : objects.findRaw<const Ship>(owned_ship_in_system))
            empire_receiving_locations[ship->SystemID()].insert(ship->Owner());


        // collect fleets ordered to be given and their ships
        std::map<int, std::vector<Fleet*>> empire_gifted_fleets; // indexed by recipient empire id
        std::map<int, std::vector<Ship*>> empire_gifted_ships;
        auto owned_given_stationary_fleet = [&empire_receiving_locations](const Fleet& f) {
            if (f.Unowned() ||
                f.OrderedGivenToEmpire() == ALL_EMPIRES ||
                f.OwnedBy(f.OrderedGivenToEmpire()) ||
                !f.TravelRoute().empty() ||
                f.SystemID() == INVALID_OBJECT_ID)
            { return false; }
            auto it = empire_receiving_locations.find(f.SystemID());
            return it != empire_receiving_locations.end() &&
                it->second.contains(f.OrderedGivenToEmpire());
        };
        auto not_invading_not_colonizing_ship = [invading_ship_ids, colonizing_ship_ids](const Ship& s) {
            return std::none_of(invading_ship_ids.begin(), invading_ship_ids.end(),
                                [sid{s.ID()}] (const auto iid) { return iid == sid; }) &&
                std::none_of(colonizing_ship_ids.begin(), colonizing_ship_ids.end(),
                             [sid{s.ID()}] (const auto cid) { return cid == sid; });
        };
        for (auto* fleet : objects.findRaw<Fleet>(owned_given_stationary_fleet)) {
            const auto recipient_empire_id = fleet->OrderedGivenToEmpire();
            empire_gifted_fleets[recipient_empire_id].push_back(fleet);
            for (auto* ship : objects.findRaw<Ship>(fleet->ShipIDs())) {
                if (ship && not_invading_not_colonizing_ship(*ship))
                    empire_gifted_ships[recipient_empire_id].push_back(ship);
            }
        }
        for (auto* fleet : objects.allRaw<Fleet>())
            fleet->ClearGiveToEmpire(); // in case things fail, to avoid potential inconsistent state


        // collect planets ordered to be given but that aren't being invaded,
        // and buildings on them
        std::map<int, std::vector<Planet*>> empire_gifted_planets; // indexed by recipient empire id
        std::map<int, std::vector<Building*>> empire_gifted_buildings;
        auto owned_given_not_invaded_planet =
            [invaded_planet_ids, &empire_receiving_locations](const Planet& p)
        {
            if (p.Unowned() ||
                p.OrderedGivenToEmpire() == ALL_EMPIRES ||
                p.OwnedBy(p.OrderedGivenToEmpire()) ||
                p.SystemID() == INVALID_OBJECT_ID ||
                std::any_of(invaded_planet_ids.begin(), invaded_planet_ids.end(),
                            [pid{p.ID()}](const auto iid) { return iid == pid; }))
            { return false; }

            auto it = empire_receiving_locations.find(p.SystemID());
            return it != empire_receiving_locations.end() &&
                it->second.contains(p.OrderedGivenToEmpire());
        };
        for (auto* planet : objects.findRaw<Planet>(owned_given_not_invaded_planet)) {
            const auto recipient_empire_id = planet->OrderedGivenToEmpire();
            planet->ClearGiveToEmpire(); // in case things fail, to avoid potential inconsistent state
            empire_gifted_planets[recipient_empire_id].push_back(planet);
            for (auto* building : objects.findRaw<Building>(planet->BuildingIDs())) {
                if (building)
                    empire_gifted_buildings[recipient_empire_id].push_back(building);
            }
        }


        // storage for list of all gifted objects
        std::vector<int> gifted_object_ids;
        auto do_giving = [&gifted_object_ids, &empires, current_turn](auto& recipients_objs) {
            for (auto& [recipient_empire_id, objs] : recipients_objs) {
                for (auto* gifted_obj : objs) {
                    [[maybe_unused]] const auto initial_owner_empire_id = gifted_obj->Owner();
                    const auto gifted_obj_id = gifted_obj->ID();
                    gifted_object_ids.push_back(gifted_obj_id);

                    gifted_obj->SetOwner(recipient_empire_id);

                    using ObjsT = std::decay_t<decltype(*gifted_obj)>;
                    static_assert(!std::is_same_v<ObjsT, UniverseObject>);
                    static_assert(std::is_same_v<ObjsT, Planet> || std::is_same_v<ObjsT, Building> ||
                                  std::is_same_v<ObjsT, Fleet> || std::is_same_v<ObjsT, Ship>);

                    if constexpr (std::is_same_v<ObjsT, Planet>) {
                        if (auto empire = empires.GetEmpire(recipient_empire_id))
                            empire->AddSitRepEntry(CreatePlanetGiftedSitRep(gifted_obj_id, initial_owner_empire_id,
                                                                            current_turn));

                    } else if constexpr (std::is_same_v<ObjsT, Fleet>) {
                        if (auto empire = empires.GetEmpire(recipient_empire_id))
                            empire->AddSitRepEntry(CreateFleetGiftedSitRep(gifted_obj_id, initial_owner_empire_id,
                                                                           current_turn));

                    } else if constexpr (std::is_same_v<ObjsT, Ship>) {
                        gifted_obj->SetOrderedScrapped(false);
                        gifted_obj->ClearColonizePlanet();
                        gifted_obj->ClearInvadePlanet();
                        gifted_obj->ClearBombardPlanet();

                    } else if constexpr (std::is_same_v<ObjsT, Building>) {
                        gifted_obj->SetOrderedScrapped(false);
                    }

                    Empire::ConquerProductionQueueItemsAtLocation(gifted_obj_id, recipient_empire_id, empires);
                }
            }
        };

        do_giving(empire_gifted_fleets);
        do_giving(empire_gifted_ships);
        do_giving(empire_gifted_planets);
        do_giving(empire_gifted_buildings);

        return gifted_object_ids;
    }

    /** Destroys suitable objects that have been ordered scrapped.*/
    void HandleScrapping(Universe& universe, EmpireManager& empires,
                         const std::span<const int> invading_ship_ids,
                         const std::span<const int> invaded_planet_ids,
                         const std::span<const int> colonizing_ship_ids,
                         const std::span<const int> colonized_planet_ids,
                         const std::span<const int> gifted_ids,
                         const std::span<const int> annexed_planet_ids) // TODO: disallow scrapping during annexation
    {
        ObjectMap& objects{universe.Objects()};
#if (!defined(__clang_major__) || (__clang_major__ >= 16)) && (BOOST_VERSION >= 107700)
        const std::span<const int> empire_ids(empires.EmpireIDs());
#else
        const auto& empire_ids_fs = empires.EmpireIDs();
        const std::vector<int> empire_ids_vec(empire_ids_fs.begin(), empire_ids_fs.end());
        const std::span<const int> empire_ids(empire_ids_vec);
#endif

        // only scap ships that aren't being gifted and that aren't invading or colonizing this turn
        const auto scrapped_ships = objects.findRaw<Ship>(
            [invading_ship_ids, colonizing_ship_ids, gifted_ids](const Ship* s) {
                return s->OrderedScrapped() &&
                    std::none_of(gifted_ids.begin(), gifted_ids.end(),
                                 [sid{s->ID()}](const auto gid) { return gid == sid; }) &&
                    std::none_of(invading_ship_ids.begin(), invading_ship_ids.end(),
                                 [sid{s->ID()}](const auto iid) { return iid == sid; }) &&
                    std::none_of(colonizing_ship_ids.begin(), colonizing_ship_ids.end(),
                                 [sid{s->ID()}](const auto cid) { return cid == sid; });
        });

        for (const auto* ship : scrapped_ships) {
            DebugLogger() << "... ship: " << ship->ID() << " ordered scrapped";
            const auto ship_id = ship->ID();
            const auto fleet_id = ship->FleetID();
            const auto sys_id = ship->SystemID();

            auto* system = objects.getRaw<System>(sys_id);
            if (system)
                system->Remove(ship_id);

            if (auto* fleet = objects.getRaw<Fleet>(fleet_id)) {
                fleet->RemoveShips({ship_id});
                if (fleet->Empty()) {
                    if (system)
                        system->Remove(fleet_id);
                    universe.Destroy(fleet_id, empire_ids);
                }
            }

            // record scrapping in empire stats
            auto scrapping_empire = empires.GetEmpire(ship->Owner());
            if (scrapping_empire)
                scrapping_empire->RecordShipScrapped(*ship);

            //scrapped_object_ids.push_back(ship->ID());
            universe.Destroy(ship_id, empire_ids);
        }

        auto scrapped_buildings = objects.findRaw<Building>(
            [invaded_planet_ids, gifted_ids](const Building* b) {
                return b->OrderedScrapped() &&
                    std::none_of(gifted_ids.begin(), gifted_ids.end(),
                                 [bid{b->ID()}](const auto gid) { return gid == bid; }) &&
                    std::none_of(invaded_planet_ids.begin(), invaded_planet_ids.end(),
                                 [pid{b->PlanetID()}](const auto iid) { return iid == pid; });
        });
        for (auto* building : scrapped_buildings) {
            if (auto* planet = objects.getRaw<Planet>(building->PlanetID()))
                planet->RemoveBuilding(building->ID());

            if (auto* system = objects.getRaw<System>(building->SystemID()))
                system->Remove(building->ID());

            // record scrapping in empire stats
            auto scrapping_empire = empires.GetEmpire(building->Owner());
            if (scrapping_empire)
                scrapping_empire->RecordBuildingScrapped(*building);

            //scrapped_object_ids.push_back(building->ID());
            universe.Destroy(building->ID(), empire_ids);
        }
    }

    /** Determines which planets are ordered annexed by empires, and sets
      * their new ownership, last turn annexed, and last annexer empire id.
      * Returns the IDs of anything so marked as annexed.
      * Note: Consumption of IP is done later, when updating the influence
      * queue, which deducts IP for appropriately marked planets. */
    std::vector<int> HandleAnnexation(ScriptingContext& context,
                                      const std::span<int> invaded_planet_ids,
                                      const auto& empire_planet_annexation_costs)
#if !defined(FREEORION_ANDROID)
        requires requires {{*empire_planet_annexation_costs.begin()->second.begin()}
                           -> std::convertible_to<std::pair<int, double>>; }
#endif
    {
        std::vector<int> annexed_object_ids;
        if (empire_planet_annexation_costs.empty())
            return annexed_object_ids;


        EmpireManager& empires = context.Empires();
        ObjectMap& objects = context.ContextObjects();
        const int current_turn = context.current_turn;


        const auto annexed_not_invaded_planet = [invaded_planet_ids](const Planet& p) {
            return p.IsAboutToBeAnnexed() &&
                std::none_of(invaded_planet_ids.begin(), invaded_planet_ids.end(),
                             [pid{p.ID()}](const auto iid) { return iid == pid; });
        };


        // collect planets being annexed from passed-in IDs, that aren't also being invaded
        boost::container::flat_map<int, std::vector<std::pair<Planet*, double>>> empire_annexing_planets_and_costs; // indexed by recipient / annexer empire id
        empire_annexing_planets_and_costs.reserve(empire_planet_annexation_costs.size());
        for (const auto& [by_empire_id, planet_id_costs] : empire_planet_annexation_costs) {
            auto& planets_costs = empire_annexing_planets_and_costs[by_empire_id];
            planets_costs.reserve(planet_id_costs.size());
            for (const auto& [planet_id, cost] : planet_id_costs) {
                Planet* planet = objects.getRaw<Planet>(planet_id);
                if (planet && annexed_not_invaded_planet(*planet)) // skip if being invaded
                    planets_costs.emplace_back(planet, std::max(0.0, cost)); // prevent negative cost annexations
            }

            // sort by annexation cost, so most expensive annexations are resolved first.
            static constexpr auto expensive_first = [](const auto& lhs, const auto& rhs) { return lhs.second > rhs.second; };
            std::stable_sort(planets_costs.begin(), planets_costs.end(), expensive_first);
        }


        for (Planet* planet : objects.allRaw<Planet>())
            planet->ResetBeingAnnxed(); // doing now, in case things fail, to avoid potential inconsistent state


        // reserve space to store ids of everything that is annexed after considering IP limits
        boost::container::flat_map<int, std::vector<int>> empire_annexed_object_ids;
        empire_annexed_object_ids.reserve(empires.NumEmpires());
        {
            std::size_t total_annexed_count = 0u;
            for (const auto& [empire_id, planets_costs] : empire_annexing_planets_and_costs) {
                empire_annexed_object_ids[empire_id].reserve(planets_costs.size()); // planets and buildings, so this is probably an under-estimate
                total_annexed_count += planets_costs.size();
            }
            annexed_object_ids.reserve(total_annexed_count);
        }


        // determine available IP for annexation per empire: stockpile minus costs for policy adoption
        auto empire_available_ip = [&empires, &context]() {
            boost::container::flat_map<int, double> empire_available_ip;
            empire_available_ip.reserve(empires.NumEmpires());
            for (const auto& [id, empire] : empires) {
                const auto stockpile = empire ? empire->ResourceStockpile(ResourceType::RE_INFLUENCE) : 0.0;
                const auto adoption_cost = empire ? empire->ThisTurnAdoptedPoliciesCost(context) : 0.0;
                empire_available_ip.emplace(id, stockpile - adoption_cost);
            }
            return empire_available_ip;
        }();


        // check that there is enough IP for all annexations for each empire,
        // reducing available for each that is kept.
        // skipped annexations mark the planet pointer null
        for (auto& [annexer_empire_id, planets_costs] : empire_annexing_planets_and_costs) {
            auto available_ip = empire_available_ip[annexer_empire_id];
            for (auto& [planet, cost] : planets_costs) {
                const auto effective_cost = std::max(0.0, cost); // no refunds
                if (available_ip >= effective_cost)
                    available_ip -= effective_cost;
                else
                    planet = nullptr;
            }
        }

        // Note: deduction of used IP done when updating the influence queue

        // do annexations
        for (auto& [annexer_empire_id, planets_costs] : empire_annexing_planets_and_costs) {
            const auto annexer_empire = empires.GetEmpire(annexer_empire_id); // could be null?


            const auto emit_annexation_sitrep =
                [&annexer_empire, current_turn, annexer_empire_id{annexer_empire_id}, &empires]
                (int initial_owner_id, int obj_id, UniverseObjectType obj_type)
            {
                if (obj_type == UniverseObjectType::OBJ_PLANET) {
                    if (annexer_empire)
                        annexer_empire->AddSitRepEntry(CreatePlanetAnnexedSitRep(
                            obj_id, initial_owner_id, annexer_empire_id, current_turn));

                    if (initial_owner_id != ALL_EMPIRES)
                        if (auto initial_owner_empire = empires.GetEmpire(initial_owner_id))
                            initial_owner_empire->AddSitRepEntry(CreatePlanetAnnexedSitRep(
                                obj_id, initial_owner_id, annexer_empire_id, current_turn));
                }
            };


            for (auto& [planet, cost] : planets_costs) {
                if (!planet)
                    continue;
                const auto planet_id = planet->ID();
                const auto initial_owner_id = planet->Owner();
                planet->SetOwner(annexer_empire_id);
                annexed_object_ids.push_back(planet_id);
                planet->SetLastTurnAnnexed(current_turn);
                planet->SetLastAnnexedByEmpire(annexer_empire_id);
                Empire::ConquerProductionQueueItemsAtLocation(planet_id, annexer_empire_id, empires);
                emit_annexation_sitrep(initial_owner_id, planet_id, UniverseObjectType::OBJ_PLANET);

                auto buildings = objects.findRaw<Building>(planet->BuildingIDs());
                for (auto* building : buildings) {
                    if (!building)
                        continue;
                    const auto building_id = building->ID();
                    const auto initial_owner_id = building->Owner();
                    building->SetOwner(annexer_empire_id);
                    annexed_object_ids.push_back(building_id);
                    emit_annexation_sitrep(initial_owner_id, building_id, UniverseObjectType::OBJ_BUILDING);
                }
            }
        }

        return annexed_object_ids;
    }

    /** Removes bombardment state info from objects. Actual effects of
      * bombardment are handled during */
    void CleanUpBombardmentStateInfo(ObjectMap& objects) {
        for (auto* ship : objects.allRaw<Ship>())
            ship->ClearBombardPlanet();
        for (auto* planet : objects.allRaw<Planet>()) {
            if (planet->IsAboutToBeBombarded()) {
                //DebugLogger() << "CleanUpBombardmentStateInfo: " << planet->Name() << " was about to be bombarded";
                planet->ResetIsAboutToBeBombarded();
            }
        }
    }

    /** Causes ResourceCenters (Planets) to update their focus records */
    void UpdateResourceCenterFocusHistoryInfo(ObjectMap& objects) {
        for (auto* planet : objects.allRaw<Planet>())
            planet->UpdateFocusHistory();
    }

    /** Check validity of adopted policies, overwrite initial adopted
      * policies with those currently adopted, update adopted turns counters. */
    void UpdateEmpirePolicies(EmpireManager& empires, int current_turn,
                              bool update_cumulative_adoption_time = false)
    {
        for (auto& empire : empires | range_values)
            empire->UpdatePolicies(update_cumulative_adoption_time, current_turn);
    }

    /** Deletes empty fleets. */
    void CleanEmptyFleets(ScriptingContext& context) {
        Universe& universe{context.ContextUniverse()};
        ObjectMap& objects{context.ContextObjects()};
#if (!defined(__clang_major__) || (__clang_major__ >= 16)) && (BOOST_VERSION >= 107700)
        const std::span<const int> empire_ids(context.EmpireIDs());
#else
        const auto& empire_ids_fs = context.EmpireIDs();
        const std::vector<int> empire_ids_vec(empire_ids_fs.begin(), empire_ids_fs.end());
        const std::span<const int> empire_ids(empire_ids_vec);
#endif

        // need to remove empty fleets from systems and call RecursiveDestroy for each fleet

        static constexpr auto is_empty_fleet = [](const Fleet* f) { return f->Empty(); };
        using fleet_system = std::pair<const Fleet*, System*>;
        const auto to_fleet_and_system = [&objects](const Fleet* f) -> fleet_system
        { return fleet_system(f, objects.getRaw<System>(f->SystemID())); }; // system may be nullptr
        static constexpr auto in_system = [](fleet_system fs) -> bool { return fs.second; };
        static constexpr auto to_id = [](const auto* o) { return o->ID(); };

        auto empty_fleets = objects.allRaw<const Fleet>() | range_filter(is_empty_fleet);
        auto empty_fleet_ids = empty_fleets | range_transform(to_id);
        auto empty_fleets_and_systems = empty_fleets | range_transform(to_fleet_and_system)
            | range_filter(in_system);

        for (auto [fleet, system] : empty_fleets_and_systems)
            system->Remove(fleet->ID());
        for (const auto fleet_id : empty_fleet_ids)
            universe.RecursiveDestroy(fleet_id, empire_ids);
    }

    /** .first: Map from empire ID to IDs of fleets that are being revealed
      *         to that empire, due to those fleets blockading that empire's fleet(s)
      * .second: Vector of ((fleet ID, owner empire ID), fleet IDs), where the fleet IDs are
      *          blockading the first fleet ID, and first fleet ID is owned by owner empire ID. */
    auto GetBlockadingObjectsForEmpires(const auto& move_pathes, const ScriptingContext& context) {
        // is there a blockade within (at end?) of this turn's movement?
        using fleet_and_path = std::pair<const Fleet*, std::vector<MovePathNode>>;
        using two_ids_and_ids = std::pair<std::pair<int, int>, std::vector<int>>;

        static constexpr auto not_empty_path = [](const fleet_and_path& fleet_and_move_path) noexcept
        { return !fleet_and_move_path.second.empty(); };

        const auto path_to_ids_and_blockading_fleets = [&context](fleet_and_path mp) -> two_ids_and_ids {
            const auto& [fleet, nodes] = mp;
            if (!fleet || nodes.empty())
                return {std::pair{INVALID_OBJECT_ID, ALL_EMPIRES}, {}}; // no valid fleet??? (unexpected) or no path

            std::pair<int, int> fleet_id_and_owner{fleet->ID(), fleet->Owner()};

            static constexpr auto is_turn_end = [](const MovePathNode& n) { return n.turn_end || n.blockaded_here; };
            // get first turn end node. blockades also count as a turn end for this purpose
            auto turn_end_node_it = std::find_if(nodes.begin(), nodes.end(), is_turn_end);
            if (turn_end_node_it == nodes.end())
                return {fleet_id_and_owner, {}}; // didn't find a turn end node??? (unexpected)

            // is it at a system?
            const auto turn_end_sys_id = turn_end_node_it->object_id;
            if (turn_end_sys_id == INVALID_OBJECT_ID)
                return {fleet_id_and_owner, {}}; // turn end node is not at a system, so can't have a blockade there

            // is there more path after the next turn end system?
            const auto following_node_it = std::next(turn_end_node_it);
            if (following_node_it == nodes.end())
                return {fleet_id_and_owner, {}}; // end turn node is also end of path, so no blockade

            // if the next node is not a system, then it should be a lane that starts at the turn end system
            if (following_node_it->object_id == INVALID_OBJECT_ID) {
                const auto should_be_turn_end_system_id = following_node_it->lane_start_id;
                if (should_be_turn_end_system_id != turn_end_sys_id)
                    return {fleet_id_and_owner, {}}; // unexpected...
            }

            // what system is after the turn end system in the path?
            const auto next_sys_id = following_node_it->object_id != INVALID_OBJECT_ID ?
                following_node_it->object_id : following_node_it->lane_end_id;
            if (next_sys_id == INVALID_OBJECT_ID)
                return {fleet_id_and_owner, {}}; // following node exists but isn't headed anywhere??? (unexpected)

            // is there a blockading fleet at the turn end system for this fleet going to the next system?
            auto blockading_fleets = fleet->BlockadingFleetsAtSystem(turn_end_sys_id, next_sys_id, context);
            return {fleet_id_and_owner, blockading_fleets};
        };

        std::vector<two_ids_and_ids> fleet_owner_and_blockading_fleets;
        fleet_owner_and_blockading_fleets.reserve(context.ContextObjects().size<Fleet>());
        range_copy(move_pathes | range_filter(not_empty_path)
                   | range_transform(path_to_ids_and_blockading_fleets),
                   std::back_inserter(fleet_owner_and_blockading_fleets));
        DebugLogger(combat) << "total fleet count: " << context.ContextObjects().size<Fleet>();
        DebugLogger(combat) << "count of not empty fleet move pathes: " << fleet_owner_and_blockading_fleets.size();

        static constexpr auto not_null_and_has_blockaders = [](const two_ids_and_ids& fbids)
        { return fbids.first.first != INVALID_OBJECT_ID && !fbids.second.empty(); };
        auto blockades_rng = fleet_owner_and_blockading_fleets | range_filter(not_null_and_has_blockaders);

        // sort list of fleets are blockading into a per-empire list of
        // fleets that are to be revealed to each empire
        std::map<int, std::vector<int>> empires_blockaded_by_fleets;
        for (const auto& [fleet_and_owner, blockader_ids] : blockades_rng) {
            DebugLogger(combat) << "fleet: " << fleet_and_owner.first << " owner: " << fleet_and_owner.second
                                << " blockaders: " << to_string(blockader_ids);
            auto& revealed_ids = empires_blockaded_by_fleets[fleet_and_owner.second];
            revealed_ids.insert(revealed_ids.end(), blockader_ids.begin(), blockader_ids.end());
        }
        // sort/unique, so that multiple fleets, owned by the same empire, and
        // at the same system are only counted once per blockading fleet
        for (auto& [empire_id, fleet_ids] : empires_blockaded_by_fleets) {
            Uniquify(fleet_ids);
            DebugLogger(combat) << "empire id " << empire_id
                                << " is blockaded by fleets: " << to_string(fleet_ids);
        }

        return std::pair{empires_blockaded_by_fleets, fleet_owner_and_blockading_fleets};
    }

    // for each input fleet that is obstructive, pick one or no ship in that fleet to
    // reveal to an empire that the fleet is blockading. pick no ships if there is already
    // an armed visible ship in the fleet. otherwise, pick the lowest-stealth armed ship
    // in the fleet. do not pick any ships in aggressive fleets, as these will reveal
    // themselves in combat, rather than by this mechanism.
    auto GetShipsToRevealForEmpiresBlockadedByFleets(
        const std::map<int, std::vector<int>>& empires_blockaded_by_fleets, const ScriptingContext& context)
    {
        std::map<int, std::vector<int>> retval;
        for (const auto& [empire_id, fleets] : empires_blockaded_by_fleets)
            retval[empire_id].reserve(fleets.size()); // reveal at most one ship per fleet

        // TODO: could consolidate fleets at the same system and only reveal one ship per system?

        static constexpr auto not_null = [](const Fleet* f) noexcept -> bool { return !!f; };

        static constexpr auto is_obstructive = [](const Fleet* f) noexcept -> bool
        { return f->Aggression() == FleetAggression::FLEET_OBSTRUCTIVE; };

        const auto id_to_ship = [&context](int ship_id) -> const Ship*
        { return context.ContextObjects().getRaw<Ship>(ship_id); };

        static constexpr auto ship_to_ship_and_stealth = [](const Ship* ship) noexcept
        { return std::pair{ship, ship ? ship->GetMeter(MeterType::METER_STEALTH)->Current() : 0.0f}; };

        const auto is_potential_blockader = [&context](const Ship* ship) -> bool
        { return ship && ship->CanDamageShips(context); };

        const auto& objs{context.ContextObjects()};

        for (const auto& [empire_id, fleet_ids] : empires_blockaded_by_fleets) {
            const auto fleets = objs.findRaw<Fleet>(fleet_ids);

            const auto id_is_visible = [empire_id{empire_id}, &context](int id)
            { return context.ContextVis(id, empire_id) >= Visibility::VIS_BASIC_VISIBILITY; };
            const auto id_not_visible = [id_is_visible](int id)
            { return !id_is_visible(id); };

            // intentionally excluding aggressive fleets
            for (const Fleet* fleet : fleets | range_filter(not_null) | range_filter(is_obstructive)) {
                DebugLogger(combat) << "   finding ship to reveal for obstructive fleet: "
                                    << fleet->Name() << " (" << fleet->ID()
                                    << ") ship ids: " << to_string(fleet->ShipIDs());

                // if there is already a blockade-capable visible ship, don't need to reveal anything
                auto vis_ships_rng = fleet->ShipIDs()
                    | range_filter(id_is_visible)
                    | range_transform(id_to_ship);
                if (range_any_of(vis_ships_rng, is_potential_blockader))
                    continue; // don't need to reveal anything. blockaded empire can see a blockade-capable ship

                // find blockade-capable not-visible ship that has the lowest stealth
                auto not_vis_blockade_capable_ships_and_stealths_rng = fleet->ShipIDs()
                    | range_filter(id_not_visible)
                    | range_transform(id_to_ship)
                    | range_filter(is_potential_blockader)
                    | range_transform(ship_to_ship_and_stealth);

                static constexpr auto second_less = [](const auto& l, const auto& r) noexcept -> bool
                { return l.second < r.second; };
                const auto it = range_min_element(not_vis_blockade_capable_ships_and_stealths_rng, second_less);

                static_assert(std::is_same_v<std::decay_t<decltype(*it)>, std::pair<const Ship*, float>>);
                if (it != not_vis_blockade_capable_ships_and_stealths_rng.end()) {
                    const auto& [ship, stealth] = *it;
                    static_assert(std::is_same_v<std::decay_t<decltype(ship)>, const Ship*>);
                    retval[empire_id].push_back(ship->ID());
                    DebugLogger(combat) << "      picked lowest stealth not-visible blockade capable ship in fleet: "
                                        << ship->Name() << " (id: " << ship->ID() << " stealth: " << stealth << ")";
                } else {
                    DebugLogger(combat) << "      no not-visible blockade capable ships in fleet!";
                }
            }
        }

        return retval;
    }

    void Resupply(const auto& fleets, ScriptingContext& context) {
        static_assert(std::is_same_v<std::decay_t<decltype(*fleets.begin())>, Fleet*>);

        const auto fleet_to_ships = [&context](const Fleet* fleet)
        { return context.ContextObjects().findRaw<Ship>(fleet->ShipIDs()); };

        const auto owner_can_supply_at_location =
            [&context](const auto* obj) {
                static constexpr bool ALLOW_ALLIED_SUPPLY = true;
                return obj && context.supply.SystemHasFleetSupply(obj->SystemID(), obj->Owner(),
                                                                  ALLOW_ALLIED_SUPPLY, context.diplo_statuses);
            };

        // resupply ships at their initial locations
        std::vector<std::vector<Ship*>> supplyable_ships;
        supplyable_ships.reserve(context.ContextObjects().size<Fleet>());
        range_copy(fleets | range_filter(owner_can_supply_at_location) | range_transform(fleet_to_ships),
                   std::back_inserter(supplyable_ships));
        for (const auto& ships : supplyable_ships) {
            for (auto* ship : ships)
                ship->Resupply(context.current_turn);
        }
    }

    void LogPathAndRoute(const Fleet* fleet, const auto& move_path, const ObjectMap& objects) {
        if (move_path.empty())
            return;

        DebugLogger() << "Fleet " << fleet->Name() << " (" << fleet->ID()
                      << ")  route:" << [&]()
            {
                std::string ss;
                ss.reserve(fleet->TravelRoute().size() * 32); // guesstimate
                for (auto sys_id : fleet->TravelRoute()) {
                    if (auto sys = objects.getRaw<const System>(sys_id))
                        ss.append("  ").append(sys->Name()).append(" (")
                        .append(std::to_string(sys_id)).append(")");
                    else
                        ss.append("  (?) (").append(std::to_string(sys_id)).append(")");
                }
                return ss;
            }()
                      << "   move path:" << [&]()
            {
                std::string ss;
                ss.reserve(move_path.size() * 32); // guesstimate
                for (const auto& node : move_path) {
                    if (auto sys = objects.getRaw<const System>(node.object_id))
                        ss.append("  ").append(sys->Name()).append(" (")
                        .append(std::to_string(node.object_id)).append(")");
                    else
                        ss.append("  (-)");
                }
                return ss;
            }();
    }

    void LogTruncation(const auto* fleet, const auto& old_route,
                       int last_sys_id, const ScriptingContext& context)
    {
        const System* sys = context.ContextObjects().getRaw<const System>(last_sys_id);
        DebugLogger() << "Truncated fleet " << fleet->Name() << " (" << fleet->ID()
                      << ") route from: " << to_string(old_route)
                      << " to end at last reachable system: "
                      << (sys ? sys->Name() : "(Unknown system)") << " (" << last_sys_id << ")"
                      << " :" << to_string(fleet->TravelRoute());
    }

    void GenerateSitrepsForBlockades(const auto& fleet_owner_and_blockading_fleets,
                                     ScriptingContext& context)
    {
        static constexpr auto obj_to_id_and_owner = [](const auto* obj) noexcept -> std::pair<int, int>
        { return {obj->ID(), obj->Owner()}; };

        const auto fleet_ids_to_also_owner_empires = [&context](const std::vector<int>& fleet_ids) {
            std::vector<std::pair<int, int>> fleet_ids_owner_empire_ids;
            fleet_ids_owner_empire_ids.reserve(fleet_ids.size());

            const auto id_to_fleet = [&context](const int fleet_id) -> const Fleet*
            { return context.ContextObjects().getRaw<const Fleet>(fleet_id); };

            auto empires_rng = fleet_ids | range_transform(id_to_fleet)
                | range_filter(not_null) | range_transform(obj_to_id_and_owner);
            range_copy(empires_rng, std::back_inserter(fleet_ids_owner_empire_ids));

            return fleet_ids_owner_empire_ids;
        };

        for (const auto& [fleet_id_owner_id, blockading_fleet_ids] : fleet_owner_and_blockading_fleets) {
            const auto [blockaded_fleet_id, blockaded_fleet_owner_id] = fleet_id_owner_id;
            static_assert(std::is_same_v<std::decay_t<decltype(blockaded_fleet_id)>, int>);
            static_assert(std::is_same_v<std::decay_t<decltype(blockading_fleet_ids)>, std::vector<int>>);

            // which fleet and system is blockaded?
            const Fleet* blockaded_fleet = context.ContextObjects().getRaw<const Fleet>(blockaded_fleet_id);
            if (!blockaded_fleet || blockaded_fleet->SystemID() == INVALID_OBJECT_ID)
                continue;

            // which empire(s) are blockading the fleet?
            const auto blockading_fleets_and_empire_ids = fleet_ids_to_also_owner_empires(blockading_fleet_ids);

            for (auto& [recipient_empire_id, recipient_empire] : context.Empires()) {
                // notify empires that can observe a blockaded fleet about the blockade
                if (context.ContextVis(blockaded_fleet_id, recipient_empire_id) < Visibility::VIS_PARTIAL_VISIBILITY)
                    continue;

                // every (blockading fleet) X (blockaded fleet) X (recipient empire) generates a separate sitrep
                for (const auto &[blockading_fleet_id, blockading_empire_id] : blockading_fleets_and_empire_ids) {
                    if (context.ContextVis(blockading_fleet_id, recipient_empire_id) >= Visibility::VIS_PARTIAL_VISIBILITY) {
                        // if the blockading fleet is also visible, include that info
                        recipient_empire->AddSitRepEntry(
                            CreateFleetBlockadedSitRep(blockaded_fleet->SystemID(), blockaded_fleet_id,
                                                       blockaded_fleet_owner_id, blockading_empire_id, context));
                    } else {
                        // otherwise, just indicate that the blockade occurred
                        recipient_empire->AddSitRepEntry(
                            CreateFleetBlockadedSitRep(blockaded_fleet->SystemID(), blockaded_fleet_id,
                                                       blockaded_fleet_owner_id, context));
                    }
                }
            }
        }
    }

    auto GetBlockadingFleetsForEmpires(auto&& fleet_owner_and_blockading_fleets) {
        // map from empire ID to IDs of fleets that are blockading one of its fleets, and thus
        // should be considered visible (as a fleet, not the contained ships) for combat initiation
        std::map<int, std::vector<int>> empire_blockading_fleets;
        for (const auto& [fleet_id_owner_id, blockading_fleet_ids] : fleet_owner_and_blockading_fleets) {
            const auto [blockaded_fleet_id, blockaded_fleet_owner_id] = fleet_id_owner_id;
            std::copy(blockading_fleet_ids.begin(), blockading_fleet_ids.end(),
                      std::back_inserter(empire_blockading_fleets[blockaded_fleet_owner_id]));
        }
        for (auto& [blockaded_fleet_owner_id, blockading_fleet_ids] : empire_blockading_fleets)
            Uniquify(blockading_fleet_ids);
        return empire_blockading_fleets;
    }

    /** Moves fleets, marks blockading fleets as visible to blockaded fleet owner empire.
      * Returns fleet visibility overrides arising during movement, indexed by observer empire id. */
    [[nodiscard]] auto HandleFleetMovement(ScriptingContext& context) {
        const auto fleets = context.ContextObjects().allRaw<Fleet>();

        for (auto* fleet : fleets | range_filter(not_null))
            fleet->ClearArrivalFlag();


        Resupply(fleets, context);


        // get all fleets' move pathes (before anything moves).
        // these move pathes may have been limited by blockades
        const auto fleet_to_move_path = [&context](Fleet* fleet)
        { return std::pair{fleet, fleet->MovePath(true, context)}; };

        std::vector<std::pair<Fleet*, std::vector<MovePathNode>>> fleets_move_pathes;
        fleets_move_pathes.reserve(context.ContextObjects().size<Fleet>());
        range_copy(fleets | range_filter(not_null) | range_transform(fleet_to_move_path),
                   std::back_inserter(fleets_move_pathes));

        //// "correct" routes and pathes, in case a route is impossible to follow after some system...
        //// TODO: need to rethink this, as the end of the valid part of the route (as reflected by
        ////       how far the path gets, may be in the middle, rather than at either end
        //static constexpr auto not_empty_path = [](const auto& fleet_path) noexcept { return !fleet_path.second.empty(); };
        //for (auto& [fleet, move_path] : fleets_move_pathes | range_filter(not_empty_path)) {
        //    const auto last_sys_id = move_path.back().object_id;
        //    if (last_sys_id == INVALID_OBJECT_ID) {
        //        ErrorLogger() << "Unexpected got fleet move path with last node not at a system...";
        //        continue;
        //    }
        //
        //    const auto old_route{fleet->TravelRoute()};
        //    fleet->TruncateRouteToEndAtLastOf(last_sys_id);
        //
        //    LogTruncation(fleet, old_route, last_sys_id, context);
        //}


        // log pathes
        for (auto& [fleet, move_path] : fleets_move_pathes)
            LogPathAndRoute(fleet, move_path, context.ContextObjects());


        // if a blocking fleet has no armed and already-visible-to-the-blockaded-empire ships,
        // mark lowest-stealth armed ship in blocking fleets as visible to moving fleet owner
        auto [empires_blockaded_by_fleets, fleet_owner_and_blockading_fleets] =
            GetBlockadingObjectsForEmpires(fleets_move_pathes, context);
        context.ContextUniverse().SetObjectVisibilityOverrides(
            GetShipsToRevealForEmpiresBlockadedByFleets(empires_blockaded_by_fleets, context));


        // reset prev/next of not-moving fleets
        static constexpr auto not_moving =
            [](const std::pair<Fleet*, std::vector<MovePathNode>>& fleet_move_path) noexcept -> bool
            { return fleet_move_path.second.empty(); };

        for (auto* fleet : fleets_move_pathes | range_filter(not_moving) | range_keys)
            fleet->ResetPrevNextSystems();


        // mark fleets that start turn in systems that are supply unobstructed as
        // arriving from that system (which makes them able to depart on any lane)
        const auto in_supply_unobstructed_system =
            [&context](const Fleet* fleet) {
                if (!fleet || fleet->SystemID() == INVALID_OBJECT_ID || fleet->Unowned())
                    return false;
                const auto empire = context.GetEmpire(fleet->Owner());
                if (!empire)
                    return false;
                const auto& sus = empire->SupplyUnobstructedSystems();
                return sus.contains(fleet->SystemID());
            };
        for (auto* fleet : fleets | range_filter(in_supply_unobstructed_system))
            fleet->SetArrivalStarlane(fleet->SystemID());


        static constexpr auto next_system_on_path = [](const std::vector<MovePathNode>& path)
            noexcept(noexcept(path.front()))
        {
            if (path.empty())
                return INVALID_OBJECT_ID;
            const int first_node_obj_id = path.front().object_id;
            for (const MovePathNode& node : path) {
                if (node.object_id != first_node_obj_id && node.object_id != INVALID_OBJECT_ID)
                    return node.object_id; // next object on path
                if (node.object_id == INVALID_OBJECT_ID && node.lane_end_id != INVALID_OBJECT_ID)
                    return node.lane_end_id; // end of lane that next node is on
            }
            return INVALID_OBJECT_ID;
        };

        static constexpr auto in_system_and_moving =
            [](const std::pair<Fleet*, std::vector<MovePathNode>>& fleet_path)
                noexcept(noexcept(fleet_path.second.front()))
            {
                const auto& [fleet, path] = fleet_path;
                return fleet &&
                    fleet->SystemID() != INVALID_OBJECT_ID &&
                    !path.empty() &&
                    !path.front().blockaded_here;
            };

        // set fleets that are in systems and are unblockaded and
        // are moving away from them as being from that system
        for (auto& [fleet, path] : fleets_move_pathes | range_filter(in_system_and_moving)) {
            const auto fleet_sys_id = fleet->SystemID();
            if (!context.ContextObjects().getRaw<System>(fleet_sys_id)) {
                ErrorLogger() << "Couldn't find system with id " << fleet_sys_id << " that fleet "
                              << fleet->Name() << " (" << fleet->ID() << ") is supposedly in / departing";
                continue;
            }
            fleet->SetArrivalStarlane(fleet_sys_id);
            fleet->SetNextAndPreviousSystems(next_system_on_path(path), fleet_sys_id);
        }


        // move fleets to end of current turn's move path, consuming fuel or being resupplied
        for (auto& [fleet, path] : fleets_move_pathes)
            fleet->MoveAlongPath(context, path);


        // post-movement visibility update
        context.ContextUniverse().UpdateEmpireObjectVisibilities(context);
        context.ContextUniverse().UpdateEmpireLatestKnownObjectsAndVisibilityTurns(context.current_turn);
        context.ContextUniverse().UpdateEmpireStaleObjectKnowledge(context.Empires());

        // SitReps for fleets having arrived at destinations
        static constexpr auto arrived_this_turn = [](const Fleet* f) noexcept { return f && f->ArrivedThisTurn(); };
        for (auto* fleet : fleets | range_filter(arrived_this_turn)) {
            // sitreps for all empires that can see fleet at new location
            for (auto& [empire_id, empire] : context.Empires()) {
                if (context.ContextVis(fleet->ID(), empire_id) >= Visibility::VIS_BASIC_VISIBILITY) {
                    empire->AddSitRepEntry(
                        CreateFleetArrivedAtDestinationSitRep(fleet->SystemID(), fleet->ID(),
                                                              empire_id, context));
                }
            }
        }


        GenerateSitrepsForBlockades(fleet_owner_and_blockading_fleets, context);

        auto empire_blockading_fleets = GetBlockadingFleetsForEmpires(fleet_owner_and_blockading_fleets);
        for (const auto& [blockaded_empire_id, blockading_fleets] : empire_blockading_fleets) {
            DebugLogger() << "FleetMovement blockading fleets for empire " << blockaded_empire_id
                          << ": " << to_string(blockading_fleets);
        }
        return empire_blockading_fleets;
    }
}

void ServerApp::CacheCostsTimes(const ScriptingContext& context) {
    m_cached_empire_policy_adoption_costs = [this, &context]() {
        std::map<int, std::vector<std::pair<std::string_view, double>>> retval;
        std::transform(m_empires.begin(), m_empires.end(), std::inserter(retval, retval.end()),
                       [&context](const auto& e)
                       { return std::pair{e.first, e.second->PolicyAdoptionCosts(context)}; });
        return retval;
    }();
    m_cached_empire_research_costs_times = [this, &context]() {
        std::map<int, std::vector<std::tuple<std::string_view, double, int>>> retval;
        const auto& tm = GetTechManager();
        // cache costs for each empire for techs on queue an that are researchable, which
        // may be used later when updating the queue
        for (const auto& [empire_id, empire] : m_empires) {
            retval[empire_id].reserve(tm.size());

            const auto should_cache = [empire{empire.get()}](const auto tech_name, const auto& tech) {
                return (tech.Researchable() &&
                        empire->GetTechStatus(tech_name) == TechStatus::TS_RESEARCHABLE) ||
                    empire->GetResearchQueue().InQueue(tech_name);
            };

            for (const auto& [tech_name, tech] : tm) {
                if (should_cache(tech_name, tech)) {
                    retval[empire_id].emplace_back(
                        tech_name, tech.ResearchCost(empire_id, context), tech.ResearchTime(empire_id, context));
                }
            }
        }
        return retval;
    }();
    m_cached_empire_production_costs_times = [this, &context]() {
        std::map<int, std::vector<std::tuple<std::string_view, int, float, int>>> retval;
        for (const auto& [empire_id, empire] : m_empires) {
            retval[empire_id].reserve(empire->GetProductionQueue().size());
            for (const auto& elem : empire->GetProductionQueue()) {
                const auto [cost, time] = elem.ProductionCostAndTime(context);
                retval[empire_id].emplace_back(elem.item.name, elem.item.design_id, cost, time);
            }
        }
        return retval;
    }();
    m_cached_empire_annexation_costs = [&context]() {
        std::map<int, std::vector<std::pair<int, double>>> retval;
        // ensure every empire has an entry, even if empty
        for (const int id : context.EmpireIDs())
            retval.emplace(std::piecewise_construct, std::forward_as_tuple(id), std::forward_as_tuple());
        // loop over planets, for each being annexed, store its annexation cost
        const auto being_annexed = [](const Planet& p) { return p.IsAboutToBeAnnexed(); };
        for (const auto* p : context.ContextObjects().findRaw<Planet>(being_annexed)) {
            const auto empire_id = p->OrderedAnnexedByEmpire();
            retval[empire_id].emplace_back(p->ID(), p->AnnexationCost(empire_id, context));
        }
        return retval;
    }();
}

void ServerApp::PreCombatProcessTurns() {
    ScopedTimer timer("ServerApp::PreCombatProcessTurns");

    // revert current meter values to initial values prior to update after
    // incrementing turn number during previous post-combat turn processing.
    m_universe.ResetAllObjectMeters(false, true);

    m_universe.UpdateEmpireVisibilityFilteredSystemGraphsWithOwnObjectMaps(m_empires);

    DebugLogger() << "ServerApp::ProcessTurns executing orders";

    // inform players of order execution
    m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::PROCESSING_ORDERS));

    // clear bombardment state before executing orders, so result after is only
    // determined by what orders set.
    CleanUpBombardmentStateInfo(m_universe.Objects());

    ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data, m_species_manager, m_supply_manager};

    // execute orders
    for (auto& [orders_empire_id, save_game_data] : m_turn_sequence) {
        if (!save_game_data) {
            DebugLogger() << "No SaveGameData for empire " << orders_empire_id;
            continue;
        }
        if (!save_game_data->orders) {
            DebugLogger() << "No OrderSet for empire " << orders_empire_id;
            continue;
        }
        DebugLogger() << "<<= Executing Orders for empire " << orders_empire_id << " =>>";
        save_game_data->orders->ApplyOrders(context);
    }


    // cache costs of stuff (policy adoption, research, production, annexation before anything more changes
    // costs are determined after executing orders, adopting policies, queue manipulations, etc. but before
    // any production, research, combat, annexation, gifting, etc. happens
    CacheCostsTimes(context);


    // clean up orders, which are no longer needed
    ClearEmpireTurnOrders();
    // TODO: CHECK THIS: was in ClearEmpireTurnOrders... needed?
    for (auto& empire : m_empires | range_values)
        empire->AutoTurnSetReady();


    // update focus history info
    UpdateResourceCenterFocusHistoryInfo(context.ContextObjects());

    // validate adopted policies, and update Empire Policy history
    // actual policy adoption occurs during order execution above
    UpdateEmpirePolicies(m_empires, context.current_turn, false);

    // clean up empty fleets that empires didn't order deleted
    CleanEmptyFleets(context);

    // update production queues after order execution
    for (auto& [empire_id, empire] : m_empires) {
        if (empire->Eliminated())
            continue;
        const auto pct_it = std::find_if(m_cached_empire_production_costs_times.begin(),
                                         m_cached_empire_production_costs_times.end(),
                                         [id{empire_id}](const auto& pct) { return pct.first == id; });
        if (pct_it == m_cached_empire_production_costs_times.end()) {
            ErrorLogger() << "Couldn't find cached production costs/times in PreCombatProcessTurns for empire " << empire_id;
            continue;
        }
        empire->UpdateProductionQueue(context, pct_it->second);
    }


    // player notifications
    m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::COLONIZE_AND_SCRAP));


    DebugLogger() << "ServerApp::ProcessTurns colonization";
    auto [colonized_planet_ids, colonizing_ship_ids] = HandleColonization(context);

    DebugLogger() << "ServerApp::ProcessTurns invasion";
    auto [invaded_planet_ids, invading_ship_ids] = HandleInvasion(context);

    DebugLogger() << "ServerApp::ProcessTurns annexation";
    auto annexed_ids = HandleAnnexation(context, invaded_planet_ids, m_cached_empire_annexation_costs);

    DebugLogger() << "ServerApp::ProcessTurns gifting";
    auto gifted_ids = HandleGifting(m_empires, m_universe.Objects(), context.current_turn, invaded_planet_ids,
                                    invading_ship_ids, colonizing_ship_ids, annexed_ids);

    DebugLogger() << "ServerApp::ProcessTurns scrapping";
    HandleScrapping(m_universe, m_empires, invading_ship_ids, invaded_planet_ids,
                    colonizing_ship_ids, colonized_planet_ids, gifted_ids, annexed_ids);


    DebugLogger() << "ServerApp::ProcessTurns movement";
    // player notifications
    m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::FLEET_MOVEMENT));

    // Update system-obstruction after orders, colonization, invasion, gifting, scrapping
    static constexpr auto not_eliminated = [](auto& id_e) { return !id_e.second->Eliminated(); };
    for (auto& empire : m_empires | range_filter(not_eliminated) | range_values)
        empire->UpdateSupplyUnobstructedSystems(context, true);


    m_empire_fleet_combat_initiation_vis_overrides = HandleFleetMovement(context);


    // indicate that the clients are waiting for their new Universes
    m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::DOWNLOADING));

    for (auto& empire : m_empires | range_values) {
        empire->UpdateOwnedObjectCounters(m_universe);
        empire->PrepQueueAvailabilityInfoForSerialization(context);
        empire->PrepPolicyInfoForSerialization(context);
    }

    // send partial turn updates to all players after orders and movement
    // exclude those without empire and who are not Observer or Moderator
    for (auto player_it = m_networking.established_begin();
         player_it != m_networking.established_end(); ++player_it)
    {
        const auto& player = *player_it;
        const int empire_id = PlayerEmpireID(player->PlayerID());
        if (m_empires.GetEmpire(empire_id) ||
            player->GetClientType() == Networking::ClientType::CLIENT_TYPE_HUMAN_MODERATOR ||
            player->GetClientType() == Networking::ClientType::CLIENT_TYPE_HUMAN_OBSERVER)
        {
            bool use_binary_serialization = player->IsBinarySerializationUsed();
            player->SendMessage(TurnPartialUpdateMessage(PlayerEmpireID(player->PlayerID()),
                                                         m_universe, use_binary_serialization,
                                                         !player->IsLocalConnection()));
        }
    }
}

void ServerApp::ProcessCombats() {
    ScopedTimer timer("ServerApp::ProcessCombats");
    DebugLogger() << "ServerApp::ProcessCombats";
    m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::COMBAT));

    ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data, m_species_manager, m_supply_manager};

    // collect data about locations where combat is to occur:
    // map from system ID to CombatInfo for that system
    auto combats = AssembleSystemCombatInfo(context, m_empire_fleet_combat_initiation_vis_overrides);
    m_empire_fleet_combat_initiation_vis_overrides.clear();

    // loop through assembled combat infos, handling each combat to update the
    // various systems' CombatInfo structs
    for (CombatInfo& combat_info : combats) {
        const auto combat_system = combat_info.GetSystem();
        if (combat_system)
            combat_system->SetLastTurnBattleHere(context.current_turn);

        DebugLogger(combat) << "Processing combat at " << (combat_system ? combat_system->Name() : "(No System id: " + std::to_string(combat_info.system_id) + ")");
        TraceLogger(combat) << combat_info.objects.Dump();

        AutoResolveCombat(combat_info);
    }

    BackProjectSystemCombatInfoObjectMeters(combats);

    UpdateEmpireCombatDestructionInfo(combats, context);

    DisseminateSystemCombatInfo(combats, m_universe, m_empires);
    // update visibilities with any new info gleaned during combat
    m_universe.UpdateEmpireLatestKnownObjectsAndVisibilityTurns(context.current_turn);
    // update stale object info based on any mid- combat glimpses
    // before visibility is totally recalculated in the post combat processing
    m_universe.UpdateEmpireStaleObjectKnowledge(m_empires);

    CreateCombatSitReps(combats);
}

void ServerApp::UpdateMonsterTravelRestrictions() {
    const ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data,
                                   m_species_manager, m_supply_manager};

    for (auto const* system : m_universe.Objects().allRaw<System>()) {
        bool unrestricted_monsters_present = false;
        bool empires_present = false;
        bool unrestricted_empires_present = false;
        std::vector<Fleet*> monsters;
        for (auto* fleet : m_universe.Objects().findRaw<Fleet>(system->FleetIDs())) {
            // will not require visibility for empires to block clearing of monster travel restrictions
            // unrestricted lane access (i.e, (fleet->ArrivalStarlane() == system->ID()) ) is used as a proxy for
            // order of arrival -- if an enemy has unrestricted lane access and you don't, they must have arrived
            // before you, or be in cahoots with someone who did.
            bool unrestricted = ((fleet->ArrivalStarlane() == system->ID())
                                 && fleet->Obstructive()
                                 && fleet->CanDamageShips(context));
            if (fleet->Unowned()) {
                monsters.push_back(fleet);
                if (unrestricted)
                    unrestricted_monsters_present = true;
            } else {
                empires_present = true;
                if (unrestricted)
                    unrestricted_empires_present = true;
            }
        }

        // Prevent monsters from leaving any empire blockade.
        if (unrestricted_empires_present) {
            for (auto* monster_fleet : monsters)
                monster_fleet->SetArrivalStarlane(INVALID_OBJECT_ID);
        }

        // Break monster blockade after combat.
        if (empires_present && unrestricted_monsters_present) {
            for (auto* monster_fleet : monsters)
                monster_fleet->SetArrivalStarlane(INVALID_OBJECT_ID);
        }
    }
}

void ServerApp::PostCombatProcessTurns() {
    ScopedTimer timer("ServerApp::PostCombatProcessTurns");

    ScriptingContext context{m_universe, m_empires, m_galaxy_setup_data,
                             m_species_manager, m_supply_manager};

    // post-combat visibility update
    m_universe.UpdateEmpireObjectVisibilities(context);
    m_universe.UpdateEmpireLatestKnownObjectsAndVisibilityTurns(context.current_turn);


    // check for loss of empire capitals
    for (auto& [empire_id, empire] : m_empires) {
        int capital_id = empire->CapitalID();
        if (auto capital = m_universe.Objects().get(capital_id)) {
            if (!capital->OwnedBy(empire_id))
                empire->SetCapitalID(INVALID_OBJECT_ID, m_universe.Objects());
        } else {
            empire->SetCapitalID(INVALID_OBJECT_ID, m_universe.Objects());
        }
    }
    m_empires.RefreshCapitalIDs();


    // process production and growth phase

    // notify players that production and growth is being processed
    m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::EMPIRE_PRODUCTION));
    DebugLogger() << "ServerApp::PostCombatProcessTurns effects and meter updates";

    TraceLogger(effects) << "!!!!!!! BEFORE TURN PROCESSING EFFECTS APPLICATION";
    TraceLogger(effects) << m_universe.Objects().Dump();

    // execute all effects and update meters prior to production, research, etc.
    if (GetGameRules().Get<bool>("RULE_RESEED_PRNG_SERVER")) {
        static boost::hash<std::string> pcpt_string_hash;
        Seed(static_cast<unsigned int>(context.current_turn) + pcpt_string_hash(m_galaxy_setup_data.seed));
    }
    m_universe.ApplyAllEffectsAndUpdateMeters(context, false);

    // regenerate system connectivity graph after executing effects, which may
    // have added or removed starlanes.
    m_universe.InitializeSystemGraph(m_empires, m_universe.Objects());
    m_universe.UpdateEmpireVisibilityFilteredSystemGraphsWithOwnObjectMaps(m_empires);

    TraceLogger(effects) << "!!!!!!! AFTER TURN PROCESSING EFFECTS APPLICATION";
    TraceLogger(effects) << m_universe.Objects().Dump();

    DebugLogger() << "ServerApp::PostCombatProcessTurns empire resources updates";

    // now that we've had combat and applied Effects, update visibilities again, prior
    //  to updating system obstructions below.
    m_universe.UpdateEmpireObjectVisibilities(context);
    m_universe.UpdateEmpireLatestKnownObjectsAndVisibilityTurns(context.current_turn);

    UpdateEmpireSupply(context, m_supply_manager, false);
    UpdateResourcePools(context, m_cached_empire_research_costs_times,
                        m_cached_empire_annexation_costs, m_cached_empire_policy_adoption_costs,
                        m_cached_empire_production_costs_times);

    // Update fleet travel restrictions (monsters and empire fleets)
    UpdateMonsterTravelRestrictions();
    for (auto& [empire_id, empire] : m_empires) {
        if (!empire->Eliminated()) {
            empire->UpdatePreservedLanes();
            empire->UpdateUnobstructedFleets(
                m_universe.Objects(), m_universe.EmpireKnownDestroyedObjectIDs(empire_id)); // must be done after *all* noneliminated empires have updated their unobstructed systems
        }
    }

    TraceLogger(effects) << "!!!!!!! AFTER UPDATING RESOURCE POOLS AND SUPPLY STUFF";
    TraceLogger(effects) << m_universe.Objects().Dump();

    DebugLogger() << "ServerApp::PostCombatProcessTurns queue progress checking";

    // Consume distributed resources to planets and on queues, create new
    // objects for completed production and give techs to empires that have
    // researched them
    for ([[maybe_unused]] auto& [empire_id, empire] : m_empires) {
        if (empire->Eliminated())
            continue;   // skip eliminated empires

        const auto cached_tech_cost_it = m_cached_empire_research_costs_times.find(empire_id);
        if (cached_tech_cost_it == m_cached_empire_research_costs_times.end()) {
            ErrorLogger() << "no cached research costs info for empire " << empire_id;
        } else {
            const auto& costs_times = cached_tech_cost_it->second;
            const auto new_techs = empire->CheckResearchProgress(context, costs_times);
            for (const auto& tech : new_techs)
                empire->AddNewlyResearchedTechToGrantAtStartOfNextTurn(tech);
        }

        const auto cached_prod_cost_it = m_cached_empire_production_costs_times.find(empire_id);
        if (cached_prod_cost_it == m_cached_empire_production_costs_times.end()) {
            ErrorLogger() << "no cached production costs info for empire " << empire_id;
        } else {
            const auto& costs_times = cached_prod_cost_it->second;
            empire->CheckProductionProgress(context, costs_times);
        }

        //const auto cached_policy_cost_it = m_cached_empire_policy_adoption_costs.find(empire_id);
        //if (cached_policy_cost_it == m_cached_empire_policy_adoption_costs.end())
        //    ErrorLogger() << "no cached policy costs info for empire " << empire_id;
        //static CONSTEXPR_VEC const decltype(cached_policy_cost_it->second) EMPTY_POLICY_COSTS;
        //const auto& policy_costs = (cached_policy_cost_it == m_cached_empire_policy_adoption_costs.end()) ?
        //    EMPTY_POLICY_COSTS : cached_policy_cost_it->second;

        //const auto cached_annex_cost_it = m_cached_empire_annexation_costs.find(empire_id);
        //if (cached_annex_cost_it == m_cached_empire_annexation_costs.end())
        //    ErrorLogger() << "no cached annex costs info for empire " << empire_id;
        //static CONSTEXPR_VEC const decltype(cached_annex_cost_it->second) EMPTY_ANNEX_COSTS;
        //const auto& annex_costs = (cached_annex_cost_it == m_cached_empire_annexation_costs.end()) ?
        //    EMPTY_ANNEX_COSTS : cached_annex_cost_it->second;

        empire->CheckInfluenceProgress(/*policy_costs, annex_costs*/);
    }

    TraceLogger(effects) << "!!!!!!! AFTER CHECKING QUEUE AND RESOURCE PROGRESS";
    TraceLogger(effects) << m_universe.Objects().Dump();

    // execute turn events implemented as Python scripts
    ExecuteScriptedTurnEvents();

    // Execute meter-related effects on objects created this turn, so that new
    // UniverseObjects will have effects applied to them this turn, allowing
    // (for example) ships to have max fuel meters greater than 0 on the turn
    // they are created.
    m_universe.ApplyMeterEffectsAndUpdateMeters(context, false);

    TraceLogger(effects) << "!!!!!!! AFTER UPDATING METERS OF ALL OBJECTS";
    TraceLogger(effects) << m_universe.Objects().Dump();

    // Planet depopulation, some in-C++ meter modifications
    for (const auto& obj : m_universe.Objects().all()) {
        obj->PopGrowthProductionResearchPhase(context);
        obj->ClampMeters();  // ensures no meters are over MAX.  probably redundant with ClampMeters() in Universe::ApplyMeterEffectsAndUpdateMeters()
    }

    TraceLogger(effects) << "!!!!!!!!!!!!!!!!!!!!!!AFTER GROWTH AND CLAMPING";
    TraceLogger(effects) << m_universe.Objects().Dump();

    // store initial values of meters for this turn.
    m_universe.BackPropagateObjectMeters();
    m_empires.BackPropagateMeters();
    m_species_manager.BackPropagateOpinions();

    // check for loss of empire capitals
    for (auto& [empire_id, empire] : m_empires) {
        int capital_id = empire->CapitalID();
        if (auto capital = m_universe.Objects().get(capital_id)) {
            if (!capital->OwnedBy(empire_id))
                empire->SetCapitalID(INVALID_OBJECT_ID, m_universe.Objects());
        } else {
            empire->SetCapitalID(INVALID_OBJECT_ID, m_universe.Objects());
        }
    }
    m_empires.RefreshCapitalIDs();


    // store any changes in objects from various progress functions
    // before updating visibility again, so that if the
    // visibility update removes an empires ability to detect an object, the
    // empire will still know the latest state on the
    // turn when the empire did have detection ability for the object
    m_universe.UpdateEmpireLatestKnownObjectsAndVisibilityTurns(context.current_turn);

    // post-production and meter-effects visibility update
    m_universe.UpdateEmpireObjectVisibilities(context);

    m_universe.UpdateEmpireStaleObjectKnowledge(m_empires);

    // update empire-visibility filtered graphs after visiblity update
    m_universe.UpdateEmpireVisibilityFilteredSystemGraphsWithOwnObjectMaps(m_empires);

    TraceLogger(effects) << "!!!!!!!!!!!!!!!!!!!!!!AFTER TURN PROCESSING POP GROWTH PRODCUTION RESEARCH";
    TraceLogger(effects) << m_universe.Objects().Dump();

    // this has to be here for the sitreps it creates to be in the right turn
    CheckForEmpireElimination();

    // update current turn number so that following visibility updates and info
    // sent to players will have updated turn associated with them
    context.current_turn = ++m_current_turn;
    DebugLogger() << "ServerApp::PostCombatProcessTurns Turn number incremented to " << m_current_turn;


    // new turn visibility update
    m_universe.UpdateEmpireObjectVisibilities(context);


    DebugLogger() << "ServerApp::PostCombatProcessTurns applying Newly Added Techs";
    // apply new techs
    for (auto& empire : m_empires | range_values
         | range_filter([](const auto& e) { return e && !e->Eliminated(); }))
    {
        empire->ApplyNewTechs(m_universe, m_current_turn);
        empire->ApplyPolicies(m_universe, m_current_turn);
    }


    // do another policy update before final meter update to be consistent with what clients calculate...
    UpdateEmpirePolicies(m_empires, context.current_turn, true);


    TraceLogger(effects) << "ServerApp::PostCombatProcessTurns Before Final Meter Estimate Update: ";
    TraceLogger(effects) << m_universe.Objects().Dump();

    // redo meter estimates to hopefully be consistent with what happens in clients
    m_universe.UpdateMeterEstimates(context, false);

    TraceLogger(effects) << "ServerApp::PostCombatProcessTurns After Final Meter Estimate Update: ";
    TraceLogger(effects) << m_universe.Objects().Dump();


    // Re-determine supply distribution and exchanging and resource pools for empires
    UpdateEmpireSupply(context, m_supply_manager, true);
    UpdateResourcePools(context, m_cached_empire_research_costs_times,
                        m_cached_empire_annexation_costs, m_cached_empire_policy_adoption_costs,
                        m_cached_empire_production_costs_times);

    // copy latest visible gamestate to each empire's known object state
    m_universe.UpdateEmpireLatestKnownObjectsAndVisibilityTurns(context.current_turn);


    // misc. other updates and records
    m_universe.UpdateStatRecords(context);
    for (auto& empire : m_empires | range_values) {
        empire->UpdateOwnedObjectCounters(m_universe);
        empire->PrepQueueAvailabilityInfoForSerialization(context);
        empire->PrepPolicyInfoForSerialization(context);
    }


    // indicate that the clients are waiting for their new gamestate
    m_networking.SendMessageAll(TurnProgressMessage(Message::TurnProgressPhase::DOWNLOADING));


    // compile map of PlayerInfo, indexed by player ID
    std::map<int, PlayerInfo> players;
    for (auto player_it = m_networking.established_begin();
         player_it != m_networking.established_end(); ++player_it)
    {
        PlayerConnectionPtr player = *player_it;
        const int player_id = player->PlayerID();
        players[player_id] = PlayerInfo{player->PlayerName(),
                                        PlayerEmpireID(player_id),
                                        player->GetClientType(),
                                        m_networking.PlayerIsHost(player_id)};
    }


    { // TEST
        const auto server_players = this->GetPlayerInfoMap();
        if (server_players.size() != players.size())
            WarnLogger() << "PostCombatProcessTurns constructed players has different size than server players";
        for (auto it1 = server_players.begin(), it2 = players.cbegin(); it1 != server_players.end(); ++it1, ++it2) {
            if (it1->first != it2->first)
                WarnLogger() << "PostCombatProcessTurns constructed player info id " << it1->first
                             << " differs from server info id " << it2->first;
            if (it1->second != it2->second) {
                WarnLogger() << "PostCombatProcessTurns constructed player info differs from server player info:\n" <<
                    it1->second.name << " ? " << it2->second.name << "\n" <<
                    it1->second.empire_id << " ? " << it2->second.empire_id << "\n" <<
                    it1->second.client_type << " ? " << it2->second.client_type << "\n" <<
                    it1->second.host << " ? " << it2->second.host;
            }
        }
    } // END TEST


    m_universe.ObfuscateIDGenerator();

    DebugLogger() << "ServerApp::PostCombatProcessTurns Sending turn updates to players";
    // send new-turn updates to all players
    // exclude those without empire and who are not Observer or Moderator
    for (auto player_it = m_networking.established_begin();
         player_it != m_networking.established_end(); ++player_it)
    {
        PlayerConnectionPtr player = *player_it;
        const int empire_id = PlayerEmpireID(player->PlayerID());
        const auto empire = m_empires.GetEmpire(empire_id);
        if (empire ||
            player->GetClientType() == Networking::ClientType::CLIENT_TYPE_HUMAN_MODERATOR ||
            player->GetClientType() == Networking::ClientType::CLIENT_TYPE_HUMAN_OBSERVER)
        {
            const bool use_binary_serialization = player->IsBinarySerializationUsed();
            player->SendMessage(TurnUpdateMessage(empire_id,                m_current_turn,
                                                  m_empires,                m_universe,
                                                  m_species_manager,        GetCombatLogManager(),
                                                  m_supply_manager,         players,
                                                  use_binary_serialization, !player->IsLocalConnection()),
                                empire_id, m_current_turn);
        }
    }
    m_turn_expired = false;
    DebugLogger() << "ServerApp::PostCombatProcessTurns done";
}

void ServerApp::CheckForEmpireElimination() {
    std::set<std::shared_ptr<Empire>> surviving_empires;
    std::set<std::shared_ptr<Empire>> non_eliminated_non_ai_controlled_empires;
    for (auto& [empire_id, empire] : m_empires) {
        if (empire->Eliminated()) {
            continue;   // don't double-eliminate an empire
        } else if (EmpireEliminated(empire_id, m_universe.Objects())) {
            empire->Eliminate(m_empires, m_current_turn);
            RemoveEmpireTurn(empire_id);
            const int player_id = EmpirePlayerID(empire_id);
            DebugLogger() << "ServerApp::CheckForEmpireElimination empire #" << empire_id << " " << empire->Name()
                          << " of player #" << player_id << " eliminated";
            auto player_it = m_networking.GetPlayer(player_id);
            if (player_it != m_networking.established_end() &&
                (*player_it)->GetClientType() == Networking::ClientType::CLIENT_TYPE_AI_PLAYER)
            {
                auto it = m_ai_client_processes.find((*player_it)->PlayerName());
                if (it != m_ai_client_processes.end()) {
                    it->second.Kill();
                    m_ai_client_processes.erase(it);
                }
            }
        } else {
            surviving_empires.insert(empire);
            // empires could be controlled only by connected AI client, connected human client, or
            // disconnected human client.
            // Disconnected AI client controls non-eliminated empire is an error.
            if (GetEmpireClientType(empire->EmpireID()) != Networking::ClientType::CLIENT_TYPE_AI_PLAYER)
                non_eliminated_non_ai_controlled_empires.insert(empire);
        }
    }

    if (surviving_empires.size() == 1) { // last man standing
        auto& only_empire = *surviving_empires.begin();
        only_empire->Win(UserStringNop("VICTORY_ALL_ENEMIES_ELIMINATED"), m_empires.GetEmpires(), m_current_turn);
    } else if (!m_single_player_game &&
               static_cast<int>(non_eliminated_non_ai_controlled_empires.size()) <= GetGameRules().Get<int>("RULE_THRESHOLD_HUMAN_PLAYER_WIN"))
    {
        // human victory threshold
        if (GetGameRules().Get<bool>("RULE_ONLY_ALLIANCE_WIN")) {
            for (auto emp1_it = non_eliminated_non_ai_controlled_empires.begin();
                 emp1_it != non_eliminated_non_ai_controlled_empires.end(); ++emp1_it)
            {
                auto emp2_it = emp1_it;
                ++emp2_it;
                for (; emp2_it != non_eliminated_non_ai_controlled_empires.end(); ++emp2_it) {
                    const auto status = m_empires.GetDiplomaticStatus((*emp1_it)->EmpireID(), (*emp2_it)->EmpireID());
                    // if diplomacy forbidden then allow peace status
                    if (status == DiplomaticStatus::DIPLO_WAR || (GetGameRules().Get<std::string>("RULE_DIPLOMACY") != UserStringNop("RULE_DIPLOMACY_FORBIDDEN_FOR_ALL") && status == DiplomaticStatus::DIPLO_PEACE))
                        return;
                }
            }
        }

        for (auto& empire : non_eliminated_non_ai_controlled_empires)
            empire->Win(UserStringNop("VICTORY_FEW_HUMANS_ALIVE"), m_empires.GetEmpires(), m_current_turn);
    }
}

void ServerApp::HandleDiplomaticStatusChange(int empire1_id, int empire2_id) {
    DiplomaticStatus status = m_empires.GetDiplomaticStatus(empire1_id, empire2_id);
    DiplomaticStatusUpdateInfo update(empire1_id, empire2_id, status);

    for (auto player_it = m_networking.established_begin();
         player_it != m_networking.established_end(); ++player_it)
    {
        PlayerConnectionPtr player = *player_it;
        player->SendMessage(DiplomaticStatusMessage(update));
    }
}

void ServerApp::HandleDiplomaticMessageChange(int empire1_id, int empire2_id) {
    const DiplomaticMessage& message = m_empires.GetDiplomaticMessage(empire1_id, empire2_id);
    // get players corresponding to empires in message
    int player1_id = EmpirePlayerID(empire1_id);
    int player2_id = EmpirePlayerID(empire2_id);
    if (player1_id == Networking::INVALID_PLAYER_ID || player2_id == Networking::INVALID_PLAYER_ID)
        return;

    auto player1_it = m_networking.GetPlayer(player1_id);
    if (player1_it != m_networking.established_end())
        (*player1_it)->SendMessage(DiplomacyMessage(message));
    auto player2_it = m_networking.GetPlayer(player2_id);
    if (player2_it != m_networking.established_end())
        (*player2_it)->SendMessage(DiplomacyMessage(message));
}