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/*
* NetPacksLobbyServer.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CVCMIServer.h"
#include "CGameHandler.h"
#include "../lib/NetPacksLobby.h"
#include "../lib/serializer/Connection.h"
#include "../lib/StartInfo.h"
// Campaigns
#include "../lib/mapping/CCampaignHandler.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMapInfo.h"
bool CLobbyPackToServer::checkClientPermissions(CVCMIServer * srv) const
{
return srv->isClientHost(c->connectionID);
}
void CLobbyPackToServer::applyOnServerAfterAnnounce(CVCMIServer * srv)
{
// Propogate options after every CLobbyPackToServer
srv->updateAndPropagateLobbyState();
}
bool LobbyClientConnected::checkClientPermissions(CVCMIServer * srv) const
{
if(srv->gh)
{
for(auto & connection : srv->hangingConnections)
{
if(connection->uuid == uuid)
{
return true;
}
}
}
if(srv->state == EServerState::LOBBY)
return true;
//disconnect immediately and ignore this client
srv->connections.erase(c);
if(c && c->isOpen())
{
c->close();
c->connected = false;
}
return false;
}
bool LobbyClientConnected::applyOnServer(CVCMIServer * srv)
{
if(srv->gh)
{
for(auto & connection : srv->hangingConnections)
{
if(connection->uuid == uuid)
{
logNetwork->info("Reconnection player");
c->connectionID = connection->connectionID;
for(auto & playerConnection : srv->gh->connections)
{
for(auto & existingConnection : playerConnection.second)
{
if(existingConnection == connection)
{
playerConnection.second.erase(existingConnection);
playerConnection.second.insert(c);
break;
}
}
}
srv->hangingConnections.erase(connection);
break;
}
}
}
srv->clientConnected(c, names, uuid, mode);
// Server need to pass some data to newly connected client
clientId = c->connectionID;
mode = srv->si->mode;
hostClientId = srv->hostClientId;
return true;
}
void LobbyClientConnected::applyOnServerAfterAnnounce(CVCMIServer * srv)
{
// FIXME: we need to avoid senting something to client that not yet get answer for LobbyClientConnected
// Until UUID set we only pass LobbyClientConnected to this client
c->uuid = uuid;
srv->updateAndPropagateLobbyState();
if(srv->state == EServerState::GAMEPLAY)
{
//immediately start game
std::unique_ptr<LobbyStartGame> startGameForReconnectedPlayer(new LobbyStartGame);
startGameForReconnectedPlayer->initializedStartInfo = srv->si;
startGameForReconnectedPlayer->initializedGameState = srv->gh->gameState();
startGameForReconnectedPlayer->clientId = c->connectionID;
srv->addToAnnounceQueue(std::move(startGameForReconnectedPlayer));
}
}
bool LobbyClientDisconnected::checkClientPermissions(CVCMIServer * srv) const
{
if(clientId != c->connectionID)
return false;
if(shutdownServer)
{
if(!srv->cmdLineOptions.count("run-by-client"))
return false;
if(c->uuid != srv->cmdLineOptions["uuid"].as<std::string>())
return false;
}
return true;
}
bool LobbyClientDisconnected::applyOnServer(CVCMIServer * srv)
{
srv->clientDisconnected(c);
c->close();
c->connected = false;
return true;
}
void LobbyClientDisconnected::applyOnServerAfterAnnounce(CVCMIServer * srv)
{
if(c && c->isOpen())
{
boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
c->close();
c->connected = false;
}
if(shutdownServer)
{
logNetwork->info("Client requested shutdown, server will close itself...");
srv->state = EServerState::SHUTDOWN;
return;
}
else if(srv->connections.empty())
{
logNetwork->error("Last connection lost, server will close itself...");
srv->state = EServerState::SHUTDOWN;
}
else if(c == srv->hostClient)
{
auto ph = vstd::make_unique<LobbyChangeHost>();
auto newHost = *RandomGeneratorUtil::nextItem(srv->connections, CRandomGenerator::getDefault());
ph->newHostConnectionId = newHost->connectionID;
srv->addToAnnounceQueue(std::move(ph));
}
srv->updateAndPropagateLobbyState();
}
bool LobbyChatMessage::checkClientPermissions(CVCMIServer * srv) const
{
return true;
}
bool LobbySetMap::applyOnServer(CVCMIServer * srv)
{
if(srv->state != EServerState::LOBBY)
return false;
srv->updateStartInfoOnMapChange(mapInfo, mapGenOpts);
return true;
}
bool LobbySetCampaign::applyOnServer(CVCMIServer * srv)
{
srv->si->mapname = ourCampaign->camp->header.filename;
srv->si->mode = StartInfo::CAMPAIGN;
srv->si->campState = ourCampaign;
srv->si->turnTime = 0;
bool isCurrentMapConquerable = ourCampaign->currentMap && ourCampaign->camp->conquerable(*ourCampaign->currentMap);
for(int i = 0; i < ourCampaign->camp->scenarios.size(); i++)
{
if(ourCampaign->camp->conquerable(i))
{
if(!isCurrentMapConquerable || (isCurrentMapConquerable && i == *ourCampaign->currentMap))
{
srv->setCampaignMap(i);
}
}
}
return true;
}
bool LobbySetCampaignMap::applyOnServer(CVCMIServer * srv)
{
srv->setCampaignMap(mapId);
return true;
}
bool LobbySetCampaignBonus::applyOnServer(CVCMIServer * srv)
{
srv->setCampaignBonus(bonusId);
return true;
}
bool LobbyGuiAction::checkClientPermissions(CVCMIServer * srv) const
{
return srv->isClientHost(c->connectionID);
}
bool LobbyEndGame::checkClientPermissions(CVCMIServer * srv) const
{
return srv->isClientHost(c->connectionID);
}
bool LobbyEndGame::applyOnServer(CVCMIServer * srv)
{
srv->prepareToRestart();
return true;
}
void LobbyEndGame::applyOnServerAfterAnnounce(CVCMIServer * srv)
{
boost::unique_lock<boost::mutex> stateLock(srv->stateMutex);
for(auto & c : srv->connections)
{
c->enterLobbyConnectionMode();
c->disableStackSendingByID();
}
}
bool LobbyStartGame::checkClientPermissions(CVCMIServer * srv) const
{
return srv->isClientHost(c->connectionID);
}
bool LobbyStartGame::applyOnServer(CVCMIServer * srv)
{
try
{
srv->verifyStateBeforeStart(true);
}
catch(...)
{
return false;
}
// Server will prepare gamestate and we announce StartInfo to clients
if(!srv->prepareToStartGame())
return false;
initializedStartInfo = std::make_shared<StartInfo>(*srv->gh->getStartInfo(true));
initializedGameState = srv->gh->gameState();
return true;
}
void LobbyStartGame::applyOnServerAfterAnnounce(CVCMIServer * srv)
{
if(clientId == -1) //do not restart game for single client only
srv->startGameImmidiately();
else
{
for(auto & c : srv->connections)
{
if(c->connectionID == clientId)
{
c->enterGameplayConnectionMode(srv->gh->gameState());
srv->reconnectPlayer(clientId);
}
}
}
}
bool LobbyChangeHost::checkClientPermissions(CVCMIServer * srv) const
{
return srv->isClientHost(c->connectionID);
}
bool LobbyChangeHost::applyOnServer(CVCMIServer * srv)
{
return true;
}
bool LobbyChangeHost::applyOnServerAfterAnnounce(CVCMIServer * srv)
{
return srv->passHost(newHostConnectionId);
}
bool LobbyChangePlayerOption::checkClientPermissions(CVCMIServer * srv) const
{
if(srv->isClientHost(c->connectionID))
return true;
if(vstd::contains(srv->getAllClientPlayers(c->connectionID), color))
return true;
return false;
}
bool LobbyChangePlayerOption::applyOnServer(CVCMIServer * srv)
{
switch(what)
{
case TOWN:
srv->optionNextCastle(color, direction);
break;
case HERO:
srv->optionNextHero(color, direction);
break;
case BONUS:
srv->optionNextBonus(color, direction);
break;
}
return true;
}
bool LobbySetPlayer::applyOnServer(CVCMIServer * srv)
{
srv->setPlayer(clickedColor);
return true;
}
bool LobbySetTurnTime::applyOnServer(CVCMIServer * srv)
{
srv->si->turnTime = turnTime;
return true;
}
bool LobbySetDifficulty::applyOnServer(CVCMIServer * srv)
{
srv->si->difficulty = vstd::abetween(difficulty, 0, 4);
return true;
}
bool LobbyForceSetPlayer::applyOnServer(CVCMIServer * srv)
{
srv->si->playerInfos[targetPlayerColor].connectedPlayerIDs.insert(targetConnectedPlayer);
return true;
}
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