Freeciv-3.3
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srv_main.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18#include "fc_prehdrs.h"
19
20#include <ctype.h>
21#include <stdio.h>
22#include <stdlib.h>
23#include <string.h>
24#include <time.h>
25
26#ifdef HAVE_NETDB_H
27#include <netdb.h>
28#endif
29#ifdef HAVE_SYS_IOCTL_H
30#include <sys/ioctl.h>
31#endif
32#ifdef HAVE_SYS_TERMIO_H
33#include <sys/termio.h>
34#endif
35#ifdef FREECIV_HAVE_SYS_TYPES_H
36#include <sys/types.h>
37#endif
38#ifdef HAVE_TERMIOS_H
39#include <termios.h>
40#endif
41#ifdef HAVE_UNISTD_H
42#include <unistd.h>
43#endif
44
45/* dependencies/lua */
46#include "lua.h" /* lua_Integer */
47
48/* utility */
49#include "astring.h"
50#include "bitvector.h"
51#include "bugs.h"
52#include "capability.h"
53#include "fc_cmdline.h"
54#include "fciconv.h"
55#include "fcintl.h"
56#include "log.h"
57#include "mem.h"
58#include "netintf.h"
59#include "rand.h"
60#include "randseed.h"
61#include "registry.h"
62#include "support.h"
63#include "timing.h"
64
65/* common/aicore */
66#include "citymap.h"
67
68/* common */
69#include "achievements.h"
70#include "calendar.h"
71#include "capstr.h"
72#include "city.h"
73#include "counters.h"
74#include "culture.h"
75#include "dataio.h"
76#include "effects.h"
77#include "events.h"
78#include "fc_interface.h"
79#include "government.h"
80#include "map.h"
81#include "mapimg.h"
82#include "modpack.h"
83#include "nation.h"
84#include "packets.h"
85#include "player.h"
86#include "research.h"
87#include "tech.h"
88#include "unitlist.h"
89#include "version.h"
90#include "victory.h"
91
92/* server */
93#include "aiiface.h"
94#include "animals.h"
95#include "auth.h"
96#include "barbarian.h"
97#include "cityhand.h"
98#include "citytools.h"
99#include "cityturn.h"
100#include "connecthand.h"
101#include "console.h"
102#include "fcdb.h"
103#include "diplhand.h"
104#include "edithand.h"
105#include "gamehand.h"
106#include "handchat.h"
107#include "maphand.h"
108#include "meta.h"
109#include "notify.h"
110#include "plrhand.h"
111#include "report.h"
112#include "ruleload.h"
113#include "sanitycheck.h"
114#include "score.h"
115#include "sernet.h"
116#include "settings.h"
117#include "spacerace.h"
118#include "srv_log.h"
119#include "srv_signal.h"
120#include "stdinhand.h"
121#include "techtools.h"
122#include "unithand.h"
123#include "unittools.h"
124#include "voting.h"
125
126/* server/advisors */
127#include "advdata.h"
128#include "autoworkers.h"
129#include "advbuilding.h"
130#include "advspace.h"
131#include "infracache.h"
132
133/* server/savegame */
134#include "savemain.h"
135
136/* server/scripting */
137#include "script_fcdb.h"
138#include "script_server.h"
139#include "luascript_types.h"
140
141/* server/generator */
142#include "mapgen.h"
143#include "mapgen_utils.h"
144
145/* ai */
146#include "aitraits.h"
147#include "difficulty.h"
148
149#include "srv_main.h"
150
151static void end_turn(void);
152static void announce_player(struct player *pplayer);
153static void fc_interface_init_server(void);
154
155static enum known_type mapimg_server_tile_known(const struct tile *ptile,
156 const struct player *pplayer,
157 bool knowledge);
158static struct terrain
159 *mapimg_server_tile_terrain(const struct tile *ptile,
160 const struct player *pplayer, bool knowledge);
161static struct player *mapimg_server_tile_owner(const struct tile *ptile,
162 const struct player *pplayer,
163 bool knowledge);
164static struct player *mapimg_server_tile_city(const struct tile *ptile,
165 const struct player *pplayer,
166 bool knowledge);
167static struct player *mapimg_server_tile_unit(const struct tile *ptile,
168 const struct player *pplayer,
169 bool knowledge);
170
171static int mapimg_server_plrcolor_count(void);
172static struct rgbcolor *mapimg_server_plrcolor_get(int i);
173
174static void save_all_map_images(void);
175
176static void handle_observer_ready(struct connection *pconn);
177
178static void world_peace_update(void);
179
180/* command-line arguments to server */
182
183/* server aggregate information */
185
186/* server state information */
188
189/* This global is checked deep down the netcode.
190 packets handling functions can set it to none-zero, to
191 force end-of-tick asap
192*/
194
196
197/* server initialized flag */
199
200/* time server processing at end-of-turn */
201static struct timer *eot_timer = NULL;
202
203static struct timer *between_turns = NULL;
204
205/**********************************************************************/
209{
210 if (game.server.seed_setting == 0) {
211 /* We strip the high bit for now because neither game file nor
212 server options can handle unsigned ints yet. - Cedric */
214#ifdef FREECIV_TESTMATIC
215 /* Log command to reproduce the gameseed */
216 log_testmatic("set gameseed %u", game.server.seed);
217#else /* FREECIV_TESTMATIC */
218 log_debug("Setting game.seed:%u", game.server.seed);
219#endif /* FREECIV_TESTMATIC */
220 } else {
222 }
223
224 if (!fc_rand_is_init()) {
226 }
227}
228
229/**********************************************************************/
232void srv_init(void)
233{
234 /* fc_interface_init_server() includes low level support like
235 * guaranteeing that fc_vsnprintf() will work after it,
236 * so this need to be early. */
238
239 i_am_server(); /* Tell to libfreeciv that we are server */
240
241#ifdef ENABLE_NLS
242 (void) bindtextdomain("freeciv-nations", get_locale_dir());
243#endif
244
245 /* This is before ai module initializations so that if ai module
246 * wants to use registry files, it can. */
248
249 /* We want this before any AI stuff */
251
252 /* This must be before command line argument parsing.
253 This allocates default ai, and we want that to take place before
254 loading additional ai modules from command line. */
255 ai_init();
256
257 /* Init server arguments... */
258
262 srvarg.identity_name[0] = '\0';
263 srvarg.serverid[0] = '\0';
264
266#ifdef FREECIV_JSON_CONNECTION
268#else /* FREECIV_JSON_CONNECTION */
270#endif /* FREECIV_JSON_CONNECTION */
271
273
275
279 srvarg.load_filename[0] = '\0';
284
285 srvarg.quitidle = 0;
286
292
293 /* Mark as initialized */
295
296 /* Init character encodings. */
298#ifdef ENABLE_NLS
300#endif
301
302 /* Initialize callbacks. */
304
305 /* Initialize global mutexes */
307
308 /* Done */
309 return;
310}
311
312/**********************************************************************/
315void handle_client_info(struct connection *pc, enum gui_type gui,
316 int emerg_version, const char *distribution)
317{
318 pc->client_gui = gui;
319 log_debug("%s's client has %s gui.", pc->username, gui_type_name(gui));
320 if (emerg_version > 0) {
321 log_debug("It's emergency release .%d", emerg_version);
322 }
323 if (strcmp(distribution, "")) {
324 log_debug("It comes from %s distribution.", distribution);
325 }
326
327 /* In case a modified client sends multiple client_info packets */
329
330 if (gui == GUI_WEB) {
332 }
333}
334
335/**********************************************************************/
339{
340 return civserver_state;
341}
342
343/**********************************************************************/
350
351/**********************************************************************/
355{
356 return (!game.info.is_new_game || S_S_INITIAL != server_state());
357}
358
359/**********************************************************************/
369{
370 int candidates, defeated;
371 struct player *victor;
372 int winners = 0;
373 struct astring str = ASTRING_INIT;
374
375 /* Check for scenario victory; dead players can win if they are on a team
376 * with the winners. */
377 players_iterate(pplayer) {
379 || get_player_bonus(pplayer, EFT_VICTORY) > 0) {
380 if (winners) {
381 /* TRANS: Another entry in winners list (", the Tibetans") */
382 astr_add(&str, Q_("?winners:, the %s"),
383 nation_plural_for_player(pplayer));
384 } else {
385 /* TRANS: Beginning of the winners list ("the French") */
386 astr_add(&str, Q_("?winners:the %s"),
387 nation_plural_for_player(pplayer));
388 }
389 pplayer->is_winner = TRUE;
390 winners++;
391 }
393 if (winners) {
395 /* TRANS: There can be several winners listed */
396 _("Scenario victory to %s."), astr_str(&str));
397 log_normal(_("Scenario victory to %s."), astr_str(&str));
398 astr_free(&str);
399 return TRUE;
400 }
401 astr_free(&str);
402
403 /* Count candidates for the victory. */
404 candidates = 0;
405 defeated = 0;
406 victor = NULL;
407 /* Do not use player_iterate_alive() here - dead player must be counted as
408 * defeated to end the game with a victory. */
409 players_iterate(pplayer) {
410 if (is_barbarian(pplayer)) {
411 continue;
412 }
413
414 if ((pplayer)->is_alive
415 && !player_status_check((pplayer), PSTATUS_SURRENDER)) {
416 candidates++;
417 victor = pplayer;
418 } else {
419 defeated++;
420 }
422
423 if (0 == candidates) {
425 _("Game is over."));
426 log_normal(_("Game is over."));
427 return TRUE;
428 } else {
429 if (0 < defeated) {
430 /* If nobody conceded the game, it mays be a solo game or a single team
431 * game. */
433
434 /* Quit if we have team victory. */
435 if (1 < team_count()) {
437 const struct player_list *members = team_members(pteam);
438 int team_candidates = 0, team_defeated = 0;
439
440 if (1 == player_list_size(members)) {
441 /* This is not really a team, single players are handled below. */
442 continue;
443 }
444
445 player_list_iterate(members, pplayer) {
446 if (pplayer->is_alive
447 && !player_status_check((pplayer), PSTATUS_SURRENDER)) {
449 } else {
451 }
453
456
458 /* We need a player in a other team to conced the game here. */
460 _("Team victory to %s."),
462 log_normal(_("Team victory to %s."), team_name_translation(pteam));
463 /* All players of the team win, even dead and surrended ones. */
464 player_list_iterate(members, pplayer) {
465 pplayer->is_winner = TRUE;
467 return TRUE;
468 }
470 }
471 }
472
473 /* Check for allied victory. */
476
477 /* Try to build a winner list. */
478 players_iterate_alive(pplayer) {
479 if (is_barbarian(pplayer)
480 || player_status_check((pplayer), PSTATUS_SURRENDER)) {
481 continue;
482 }
483
485 if (!pplayers_allied(aplayer, pplayer)) {
488 break;
489 }
491
492 if (NULL == winner_list) {
493 break;
494 }
497
498 if (NULL != winner_list) {
499 bool first = TRUE;
500
502
503 astr_init(&str);
505 if (first) {
506 /* TRANS: Beginning of the winners list ("the French") */
507 astr_add(&str, Q_("?winners:the %s"),
508 nation_plural_for_player(pplayer));
509 first = FALSE;
510 } else {
511 /* TRANS: Another entry in winners list (", the Tibetans") */
512 astr_add(&str, Q_("?winners:, the %s"),
513 nation_plural_for_player(pplayer));
514 }
515 pplayer->is_winner = TRUE;
518 /* TRANS: There can be several winners listed */
519 _("Allied victory to %s."), astr_str(&str));
520 log_normal(_("Allied victory to %s."), astr_str(&str));
521 astr_free(&str);
523 return TRUE;
524 }
525 }
526
527 /* Check for World Peace victory. */
530 bool first = TRUE;
531
532 astr_init(&str);
533
534 players_iterate_alive(pplayer) {
535 if (first) {
536 /* TRANS: Beginning of the winners list ("the French") */
537 astr_add(&str, Q_("?winners:the %s"),
538 nation_plural_for_player(pplayer));
539 first = FALSE;
540 } else {
541 /* TRANS: Another entry in winners list (", the Tibetans") */
542 astr_add(&str, Q_("?winners:, the %s"),
543 nation_plural_for_player(pplayer));
544 }
545
546 pplayer->is_winner = TRUE;
547
549
551 /* TRANS: There can be several winners listed */
552 _("World Peace victory to %s."), astr_str(&str));
553 log_normal(_("World Peace victory to %s."), astr_str(&str));
554 astr_free(&str);
555
556 return TRUE;
557 }
558 }
559
560 /* Check for single player victory. */
561 if (1 == candidates && NULL != victor) {
562 bool found = FALSE; /* We need at least one enemy defeated. */
563
564 players_iterate(pplayer) {
565 if (pplayer != victor
566 && !is_barbarian(pplayer)
567 && (!pplayer->is_alive
569 && pplayer->team != victor->team
571 || !pplayers_allied(victor, pplayer))) {
572 found = TRUE;
573 break;
574 }
576
577 if (found) {
579 _("Game ended in conquest victory for %s."), player_name(victor));
580 log_normal(_("Game ended in conquest victory for %s."), player_name(victor));
581 victor->is_winner = TRUE;
582 return TRUE;
583 }
584 }
585 }
586
587 /* Check for culture victory */
589 struct player *best = NULL;
590 long best_value = -1;
591 long second_value = -1;
592
593 players_iterate(pplayer) {
594 if (is_barbarian(pplayer) || !pplayer->is_alive) {
595 continue;
596 }
597
598 if (pplayer->score.culture > best_value) {
599 best = pplayer;
601 best_value = pplayer->score.culture;
602 } else if (pplayer->score.culture > second_value) {
603 second_value = pplayer->score.culture;
604 }
606
607 if (best != NULL && best_value >= game.info.culture_vic_points
608 && best_value > second_value * (100 + game.info.culture_vic_lead) / 100) {
610 _("Game ended in cultural domination victory for %s."),
611 player_name(best));
612 log_normal(_("Game ended in cultural domination victory for %s."),
613 player_name(best));
614 best->is_winner = TRUE;
615
616 return TRUE;
617 }
618 }
619
620 /* Quit if we are past the turn limit. */
623 _("Game ended as the turn limit was exceeded."));
624 log_normal(_("Game ended as the turn limit was exceeded."));
625 return TRUE;
626 } else if (game.info.turn == game.server.end_turn) {
627 /* Give them a chance to decide to extend the game */
629 _("Notice: game will end at the end of this turn due "
630 "to 'endturn' server setting."));
631 }
632
633 /* Check for a spacerace win (and notify of imminent arrivals).
634 * Check this after checking turn limit, because we are checking for
635 * the spaceship arriving in the year corresponding to the turn
636 * that's about to start. */
637 {
638 int n, i;
640
642
643 for (i = 0; i < n; i++) {
644 struct player *pplayer = arrivals[i];
645 const struct player_list *members;
646 bool win;
647
648 if (game.info.year < (int)spaceship_arrival(pplayer)) {
649 /* We are into the future arrivals */
650 break;
651 }
652
653 /* Mark as arrived and notify everyone. */
654 spaceship_arrived(pplayer);
655
656 if (!game.server.endspaceship) {
657 /* Games does not end on spaceship arrival. At least print all the
658 * arrival messages. */
659 continue;
660 }
661
662 /* This player has won, now check if anybody else wins with them. */
663 members = team_members(pplayer->team);
664 win = FALSE;
666 if (pplayer->is_alive
668 /* We need at least one player to be a winner candidate in the
669 * team. */
670 win = TRUE;
671 break;
672 }
674
675 if (!win) {
676 /* Let's try next arrival. */
677 continue;
678 }
679
680 if (1 < player_list_size(members)) {
682 _("Team victory to %s."),
683 team_name_translation(pplayer->team));
684 /* All players of the team win, even dead and surrendered ones. */
686 pteammate->is_winner = TRUE;
688 } else {
690 _("Game ended in victory for %s."), player_name(pplayer));
691 pplayer->is_winner = TRUE;
692 }
693 return TRUE;
694 }
695
696 /* Print notice(s) of imminent arrival. These are not infallible
697 * (quite apart from risk of enemy action) because arrival is
698 * year-based, and some effect may change the timeline between
699 * now and the end of the next turn.
700 * (Also the order of messages will not always indicate tie-breaks,
701 * if the shuffled order is changed every turn, as it is for
702 * PMT_CONCURRENT games.) */
703 for (; i < n; i++) {
704 const struct player *pplayer = arrivals[i];
705 struct packet_game_info next_info = game.info; /* struct copy */
706
707 /* Advance the calendar in a throwaway copy of game.info. */
709
710 if (next_info.year < (int)spaceship_arrival(pplayer)) {
711 /* Even further in the future */
712 break;
713 }
714
716 _("Notice: the %s spaceship will likely arrive at "
717 "Alpha Centauri next turn."),
719 }
720 }
721
722 return FALSE;
723}
724
725/**********************************************************************/
730void send_all_info(struct conn_list *dest)
731{
732 conn_list_iterate(dest, pconn) {
735 }
737
738 /* Resend player info because it could have more infos (e.g. embassy). */
739 send_player_all_c(NULL, dest);
743 send_map_info(dest);
748
752
756}
757
758/**********************************************************************/
762static void do_reveal_effects(void)
763{
764 phase_players_iterate(pplayer) {
765 if (get_player_bonus(pplayer, EFT_REVEAL_CITIES) > 0) {
766 players_iterate(other_player) {
767 city_list_iterate(other_player->cities, pcity) {
768 map_show_tile(pplayer, pcity->tile);
771 }
772 if (get_player_bonus(pplayer, EFT_REVEAL_MAP) > 0) {
773 /* map_know_all will mark all unknown tiles as known and send
774 * tile, unit, and city updates as necessary. No other actions are
775 * needed. */
776 map_show_all(pplayer);
777 }
779}
780
781/**********************************************************************/
785static void do_have_contacts_effect(void)
786{
787 phase_players_iterate(pplayer) {
788 if (get_player_bonus(pplayer, EFT_HAVE_CONTACTS) > 0) {
790 /* Note this gives pplayer contact with pother, but doesn't give
791 * pother contact with pplayer. This may cause problems in other
792 * parts of the code if we're not careful. */
793 make_contact(pplayer, pother, NULL);
795 }
797}
798
799/**********************************************************************/
802static void do_border_vision_effect(void)
803{
805 /* Border_Vision is useless. If borders are disabled there are no
806 * borders to see inside. If borders are seen they are seen already.
807 * The borders setting can't change after the game has started. */
808 return;
809 }
810
813
814 /* Check the Border_Vision effect for this player. */
816
817 if (new_border_vision != plr->server.border_vision) {
818 /* Border vision changed. */
819
820 /* Update the map */
822 }
824}
825
826/**********************************************************************/
830 int *current, int *accum, int *level,
831 int percent,
832 void (*upset_action_fn)(int))
833{
834 int count;
835
836 count = 0;
837 extra_type_iterate(cause) {
838 if (extra_causes_env_upset(cause, type)) {
839 whole_map_iterate(&(wld.map), ptile) {
840 if (tile_has_extra(ptile, cause)) {
841 count++;
842 }
844 }
846
847 *current = (count * percent) / 100;
848 *accum += count;
849 if (*accum < *level) {
850 *accum = 0;
851 } else {
852 *accum -= *level;
853 if (fc_rand((map_num_tiles() + 19) / 20) < *accum) {
854 upset_action_fn((MAP_NATIVE_WIDTH / 10) + (MAP_NATIVE_HEIGHT / 10) + ((*accum) * 5));
855 *accum = 0;
856 *level += (map_num_tiles() + 999) / 1000;
857 }
858 }
859
860 log_debug("environmental_upset: type=%-4d current=%-2d "
861 "level=%-2d accum=%-2d", type, *current, *level, *accum);
862}
863
864/**********************************************************************/
868 struct player *pguest,
869 int turns_left)
870{
871 int nunits = 0;
872 struct unit *a_unit = NULL;
873
875 struct tile *ptile = unit_tile(punit);
876
877 if (tile_owner(ptile) == phost
880 nunits++;
881 a_unit = punit;
882 }
884
885 if (nunits > 0) {
887
889 /* TRANS: "... 2 military units in Norwegian territory." */
890 PL_("Warning: you still have %d military unit in %s territory.",
891 "Warning: you still have %d military units in %s territory.",
892 nunits),
894 /* If there's one lousy unit left, we may as well include a link for it */
897 /* TRANS: %s is another, separately translated sentence,
898 * ending in a full stop. */
899 PL_("%s Any such units will be disbanded in %d turn, "
900 "in accordance with peace treaty.",
901 "%s Any such units will be disbanded in %d turns, "
902 "in accordance with peace treaty.", turns_left),
903 astr_str(&unitstr), turns_left);
905 }
906}
907
908/**********************************************************************/
911static void remove_illegal_armistice_units(struct player *plr1,
912 struct player *plr2)
913{
914 /* Remove illegal units */
916 struct tile *ptile = unit_tile(punit);
917
918 if (tile_owner(ptile) == plr2
922 _("Your %s was disbanded in accordance with "
923 "your peace treaty with the %s."),
927 }
929
931 struct tile *ptile = unit_tile(punit);
932
933 if (tile_owner(ptile) == plr1
937 _("Your %s was disbanded in accordance with "
938 "your peace treaty with the %s."),
942 }
944}
945
946/**********************************************************************/
950static void update_diplomatics(void)
951{
954 struct player_diplstate *state = player_diplstate_get(plr1, plr2);
955
956 /* Players might just met when first of them was being handled
957 * (pact with third player changed and units got bounced next
958 * to second unit to form first contact)
959 * Do not decrease the counters for the other player yet in this turn */
960 if (state->first_contact_turn != game.info.turn) {
961 struct player_diplstate *state2 = player_diplstate_get(plr2, plr1);
962
963 state->has_reason_to_cancel = MAX(state->has_reason_to_cancel - 1, 0);
964 state->contact_turns_left = MAX(state->contact_turns_left - 1, 0);
965
966 if (state->type == DS_ARMISTICE
967 /* Don't count down if auto canceled this turn. Auto canceling
968 * happens in this loop. */
969 && state->auto_cancel_turn != game.info.turn) {
970 state->turns_left--;
971 if (state->turns_left <= 0) {
972 state->type = DS_PEACE;
973 state2->type = DS_PEACE;
974 state->turns_left = 0;
975 state2->turns_left = 0;
977 } else {
978 notify_illegal_armistice_units(plr1, plr2, state->turns_left);
979 }
980 }
981
982 if (state->type == DS_CEASEFIRE) {
983 state->turns_left--;
984 switch (state->turns_left) {
985 case 1:
987 _("Concerned citizens point out that the cease-fire "
988 "with %s will run out soon."), player_name(plr2));
989 /* Message to plr2 will be done when plr1 and plr2 will be swapped.
990 * Else, we will get a message duplication. Note the case is not
991 * the below, because the state will be changed for both players to
992 * war. */
993 break;
994 case 0:
996 _("The cease-fire with %s has run out. "
997 "You are now at war with the %s."),
998 player_name(plr2),
1001 _("The cease-fire with %s has run out. "
1002 "You are now at war with the %s."),
1003 player_name(plr1),
1005 state->type = DS_WAR;
1006 state2->type = DS_WAR;
1007 state->turns_left = 0;
1008 state2->turns_left = 0;
1009
1010 enter_war(plr1, plr2);
1011
1014 sync_cities();
1015
1016 /* Avoid love-love-hate triangles */
1018 if (plr3 != plr1 && plr3 != plr2
1019 && pplayers_allied(plr3, plr1)
1020 && pplayers_allied(plr3, plr2)) {
1021 struct player_diplstate *to1
1022 = player_diplstate_get(plr3, plr1);
1023 struct player_diplstate *from1
1024 = player_diplstate_get(plr1, plr3);
1025 struct player_diplstate *to2
1026 = player_diplstate_get(plr3, plr2);
1027 struct player_diplstate *from2
1028 = player_diplstate_get(plr2, plr3);
1029 const char *plr1name = player_name(plr1);
1030 const char *plr2name = player_name(plr2);
1031 bool cancel1;
1032 bool cancel2;
1033
1034 if (players_on_same_team(plr3, plr1)) {
1036
1037 cancel1 = FALSE;
1038 cancel2 = TRUE;
1039
1041 _("The cease-fire between %s and %s has run out. "
1042 "They are at war. You cancel your alliance "
1043 "with %s."),
1045 } else if (players_on_same_team(plr3, plr2)) {
1046
1047 cancel1 = TRUE;
1048 cancel2 = FALSE;
1049
1051 _("The cease-fire between %s and %s has run out. "
1052 "They are at war. You cancel your alliance "
1053 "with %s."),
1055 } else {
1056
1057 cancel1 = TRUE;
1058 cancel2 = TRUE;
1059
1061 _("The cease-fire between %s and %s has run out. "
1062 "They are at war. You cancel your alliance "
1063 "with both."),
1064 player_name(plr1),
1065 player_name(plr2));
1066 }
1067
1068 if (cancel1) {
1069 /* Cancel the alliance. */
1070 to1->has_reason_to_cancel = 1;
1072
1073 /* Avoid asymmetric turns_left for the armistice. */
1074 to1->auto_cancel_turn = game.info.turn;
1075 from1->auto_cancel_turn = game.info.turn;
1076
1077 /* Count down for this turn. */
1078 to1->turns_left--;
1079 from1->turns_left--;
1080 }
1081
1082 if (cancel2) {
1083 /* Cancel the alliance. */
1084 to2->has_reason_to_cancel = 1;
1086
1087 /* Avoid asymmetric turns_left for the armistice. */
1088 to2->auto_cancel_turn = game.info.turn;
1089 from2->auto_cancel_turn = game.info.turn;
1090
1091 /* Count down for this turn. */
1092 to2->turns_left--;
1093 from2->turns_left--;
1094 }
1095 }
1097 break;
1098 }
1099 }
1100 }
1103}
1104
1105/**********************************************************************/
1112static void kill_dying_players(void)
1113{
1114 bool voter_died = FALSE;
1115
1116 players_iterate_alive(pplayer) {
1117 /* cities or units remain? */
1118 if (0 == city_list_size(pplayer->cities)
1119 && 0 == unit_list_size(pplayer->units)) {
1121 }
1122 /* also UTYF_GAMELOSS in unittools server_remove_unit() */
1123 if (player_status_check(pplayer, PSTATUS_DYING)) {
1124 /* Can't get more dead than this. */
1125 voter_died = voter_died || pplayer->is_connected;
1126 kill_player(pplayer);
1127 }
1129
1130 if (voter_died) {
1132 }
1133}
1134
1135/**********************************************************************/
1138static void ai_start_phase(void)
1139{
1140 phase_players_iterate(pplayer) {
1141 if (is_ai(pplayer)) {
1142 CALL_PLR_AI_FUNC(first_activities, pplayer, pplayer);
1143 }
1146}
1147
1148/**********************************************************************/
1153static void begin_turn(bool is_new_turn)
1154{
1155 log_debug("Begin turn");
1156
1158
1159 /* Reset this each turn. */
1160 if (is_new_turn) {
1164 }
1165 }
1166
1167 /* NB: Phase logic must match is_player_phase(). */
1168 switch (game.info.phase_mode) {
1169 case PMT_CONCURRENT:
1171 break;
1174 break;
1177 break;
1178 default:
1179 log_error("Unrecognized phase mode %d in begin_turn().",
1182 break;
1183 }
1185
1186 if (is_new_turn) {
1187 script_server_signal_emit("turn_begin",
1190 script_server_signal_emit("turn_started",
1191 game.info.turn > 0
1192 ? (lua_Integer)game.info.turn - 1
1195
1196 /* We build scores at the beginning of every turn. We have to
1197 * build them at the beginning so that the AI can use the data,
1198 * and we are sure to have it when we need it. */
1199 players_iterate(pplayer) {
1200 calc_civ_score(pplayer);
1203
1204 /* Retire useless barbarian units */
1205 players_iterate(pplayer) {
1206 unit_list_iterate_safe(pplayer->units, punit) {
1207 struct tile *ptile = punit->tile;
1208
1211 notify_player(pplayer, ptile, E_UNIT_LOST_MISC, ftc_server,
1212 /* TRANS: %s is a unit type */
1213 _("%s retired!"), unit_tile_link(punit));
1215 continue;
1216 }
1219 }
1220
1221 /* find out if users attached to players have been attached to those players
1222 * for long enough. The first user to do so becomes "associated" to that
1223 * player for ranking purposes. */
1224 players_iterate(pplayer) {
1225 if (pplayer->unassigned_ranked
1226 && pplayer->user_turns++ > TURNS_NEEDED_TO_RANK
1227 && pplayer->is_alive) {
1228 sz_strlcpy(pplayer->ranked_username, pplayer->username);
1229 pplayer->unassigned_ranked = pplayer->unassigned_user;
1230 }
1232
1233 if (is_new_turn) {
1234 /* See if the value of fog of war has changed */
1236 if (game.info.fogofwar) {
1239 } else {
1242 }
1243 }
1244
1246 log_debug("Shuffleplayers");
1248 }
1249
1250 game.info.phase = 0;
1251 }
1252
1253 sanity_check();
1254}
1255
1256/**********************************************************************/
1260static void begin_phase(bool is_new_phase)
1261{
1262 log_debug("Begin phase");
1263
1265
1266 phase_players_iterate(pplayer) {
1268 /* Otherwise respect what was loaded from the savegame. */
1269 pplayer->phase_done = FALSE;
1270 }
1271 pplayer->ai_phase_done = FALSE;
1274
1276
1277 if (!is_new_phase || game.info.turn == FIRST_TURN) {
1278 /* Starting from a savegame or from the very beginning */
1282 }
1283
1284 /* Must be the first thing as it is needed for lots of functions below! */
1285 phase_players_iterate(pplayer) {
1286 /* Human players also need this for building advice */
1288 CALL_PLR_AI_FUNC(phase_begin, pplayer, pplayer, is_new_phase);
1290
1291 if (is_new_phase) {
1292 /* Unit "end of turn" activities - of course these actually go at
1293 * the start of the turn! */
1294 whole_map_iterate(&(wld.map), ptile) {
1295 if (ptile->placing != NULL) {
1296 struct player *owner = NULL;
1297
1299 owner = tile_owner(ptile);
1300 } else {
1301 struct city *pcity = tile_worked(ptile);
1302
1303 if (pcity != NULL) {
1305 }
1306 }
1307
1308 if (owner == NULL) {
1309 /* Abandoned extra placing, clear it. */
1310 ptile->placing = NULL;
1311 } else {
1313 fc_assert(ptile->infra_turns > 0);
1314
1315 ptile->infra_turns--;
1316 if (ptile->infra_turns <= 0) {
1317 create_extra(ptile, ptile->placing, owner);
1318 ptile->placing = NULL;
1319
1320 /* Since extra has been added, tile is certainly
1321 * sent by update_tile_knowledge() including the
1322 * placing info, though it would not sent it if placing
1323 * were the only thing changed. */
1324 update_tile_knowledge(ptile);
1325 }
1326 }
1327 }
1328 }
1330
1331 phase_players_iterate(pplayer) {
1332 update_unit_activities(pplayer);
1333 flush_packets();
1335
1336 /* Execute orders after activities have been completed (roads built,
1337 * pillage done, etc.). */
1338 phase_players_iterate(pplayer) {
1339 int plrid = player_number(pplayer);
1340
1341 script_server_signal_emit("player_phase_begin", pplayer, is_new_phase);
1342 if (player_by_number(plrid) != pplayer) {
1343 /* Removed */
1344 continue;
1345 }
1346 flush_packets();
1348
1349 phase_players_iterate(pplayer) {
1350 city_tc_effect_refresh(pplayer);
1351 unit_tc_effect_refresh(pplayer);
1353
1354 phase_players_iterate(pplayer) {
1357
1358 flush_packets();
1359 }
1360
1361 phase_players_iterate(pplayer) {
1362 log_debug("beginning player turn for #%d (%s)",
1363 player_number(pplayer), player_name(pplayer));
1364 if (is_human(pplayer)) {
1365 building_advisor(pplayer);
1366 }
1368
1369 phase_players_iterate(pplayer) {
1370 send_player_cities(pplayer);
1372
1373 flush_packets(); /* To curb major city spam */
1375
1377 update_revolution(pplayer);
1378 update_capital(pplayer);
1380
1381 if (is_new_phase) {
1382 /* Try to avoid hiding events under a diplomacy dialog */
1383 phase_players_iterate(pplayer) {
1384 if (is_ai(pplayer)) {
1385 CALL_PLR_AI_FUNC(diplomacy_actions, pplayer, pplayer);
1386 }
1388
1389 /* Spend random movement move points before any controlled actions */
1390 phase_players_iterate(pplayer) {
1391 random_movements(pplayer);
1393
1394 log_debug("Aistartturn");
1396
1397 flush_packets();
1398 phase_players_iterate(pplayer) {
1399 unit_list_iterate_safe(pplayer->units, punit) {
1402 }
1404 execute_unit_orders(pplayer);
1405 flush_packets();
1407 } else {
1408 phase_players_iterate(pplayer) {
1409 if (is_ai(pplayer)) {
1410 CALL_PLR_AI_FUNC(restart_phase, pplayer, pplayer);
1411 }
1413 }
1414
1415 sanity_check();
1416
1422 ? NULL : "phase");
1425
1426 if (game.server.num_phases == 1) {
1427 /* All players in the same phase.
1428 * This means that AI has been handled above, and server
1429 * will be responsive again */
1431 }
1432}
1433
1434/**********************************************************************/
1438static void end_phase(void)
1439{
1440 log_debug("Endphase");
1441
1442 /*
1443 * This empties the client Messages window; put this before
1444 * everything else below, since otherwise any messages from the
1445 * following parts get wiped out before the user gets a chance to
1446 * see them. --dwp
1447 */
1448 phase_players_iterate(pplayer) {
1449 /* Unlike the start_phase packet we only send this one to the active
1450 * player. */
1451 lsend_packet_end_phase(pplayer->connections);
1453
1454 /* Enact any government and/or policy changes.
1455 * Do this first so that following end-phase activities take the
1456 * change into account. */
1457 phase_players_iterate(pplayer) {
1458 if (pplayer->revolution_finishes <= game.info.turn
1459 && pplayer->target_government != NULL
1460 && pplayer->target_government != game.government_during_revolution
1461 && pplayer->target_government != pplayer->government) {
1462 government_change(pplayer, pplayer->target_government, TRUE);
1463 }
1464
1465 multipliers_iterate(pmul) {
1466 int idx = multiplier_index(pmul);
1467
1468 if (!multiplier_can_be_changed(pmul, pplayer)) {
1469 if (pplayer->multipliers[idx].value != pmul->def) {
1471 _("%s restored to the default value %d"),
1473 pmul->def);
1474 pplayer->multipliers[idx].value = pmul->def;
1475 pplayer->multipliers[idx].changed = game.info.turn;
1476 }
1477 } else {
1478 if (pplayer->multipliers[idx].value != pplayer->multipliers[idx].target) {
1480 _("%s now at value %d"),
1482 pplayer->multipliers[idx].target);
1483
1484 pplayer->multipliers[idx].value = pplayer->multipliers[idx].target;
1485 pplayer->multipliers[idx].changed = game.info.turn;
1486 }
1487 }
1490
1491 phase_players_iterate(pplayer) {
1492 struct research *presearch = research_get(pplayer);
1493
1494 if (A_UNSET == presearch->researching) {
1496 presearch->tech_goal);
1497
1498 if (A_UNSET != next_tech) {
1500 } else {
1502 }
1503 /* Add the researched bulbs to the pool; do *NOT* check for finished
1504 * research */
1505 update_bulbs(pplayer, 0, FALSE, FALSE);
1506 }
1508
1509 /* Freeze sending of cities. */
1511
1512 /* AI end of turn activities */
1513 players_iterate(pplayer) {
1514 unit_list_iterate(pplayer->units, punit) {
1515 CALL_PLR_AI_FUNC(unit_turn_end, pplayer, punit);
1518 phase_players_iterate(pplayer) {
1519 auto_workers_player(pplayer);
1520 if (is_ai(pplayer)) {
1521 CALL_PLR_AI_FUNC(last_activities, pplayer, pplayer);
1522 }
1524
1525 /* Refresh cities */
1526 phase_players_iterate(pplayer) {
1527 research_get(pplayer)->free_bulbs = 0;
1529
1531 int plrid = player_number(pplayer);
1532 int old_gold;
1533
1534 do_tech_parasite_effects(pplayer);
1535 script_server_signal_emit("player_alive_phase_end", pplayer);
1536 if (player_by_number(plrid) != pplayer) {
1537 /* Removed */
1538 continue;
1539 }
1540 if (!pplayer->is_alive) {
1541 /* Died */
1542 continue;
1543 }
1544 player_restore_units(pplayer);
1545
1546 /* If player finished spaceship parts last turn already, and didn't place them
1547 * during this entire turn, autoplace them. */
1548 if (adv_spaceship_autoplace(pplayer, &pplayer->spaceship)) {
1550 _("Automatically placed spaceship parts that were still not placed."));
1551 }
1552
1553 old_gold = pplayer->economic.gold;
1554 pplayer->server.bulbs_last_turn = 0;
1555
1556 update_city_activities(pplayer);
1557
1559
1562
1563 flush_packets();
1565
1566 /* Some player/global effect may have changed cities' vision range */
1567 phase_players_iterate(pplayer) {
1570
1572
1573 /* Unfreeze sending of cities. */
1575
1576 phase_players_iterate(pplayer) {
1577 send_player_cities(pplayer);
1579 flush_packets(); /* to curb major city spam */
1580
1584
1585 phase_players_iterate(pplayer) {
1586 int plrid = player_number(pplayer);
1587
1588 script_server_signal_emit("player_phase_end", pplayer);
1589 if (player_by_number(plrid) != pplayer) {
1590 /* removed */
1591 continue;
1592 }
1593 CALL_PLR_AI_FUNC(phase_finished, pplayer, pplayer);
1594 /* This has to be after all access to advisor data. */
1595 /* We used to run this for ai players only, but data phase
1596 is initialized for human players also. */
1597 adv_data_phase_done(pplayer);
1599}
1600
1601/**********************************************************************/
1604static void end_turn(void)
1605{
1606 log_debug("Endturn");
1607
1608 /* Hack: because observer players never get an end-phase packet we send
1609 * one here. */
1611 if (NULL == pconn->playing) {
1613 }
1615
1617
1619
1620 /* Update city's counter values */
1621 players_iterate(pplayer) {
1622 city_list_iterate(pplayer->cities, pcity) {
1624 if (pcount->type == CB_CITY_OWNED_TURNS) {
1625 pcity->counter_values[pcount->index]++;
1626 }
1631
1632#ifdef FREECIV_DEBUG
1633 /* Output some AI measurement information
1634 * log_debug() means that the values would never be used outside FREECIV_DEBUG
1635 * build even if we calculated them. */
1636 players_iterate(pplayer) {
1637 int food = 0, shields = 0, trade = 0, settlers = 0;
1638
1639 if (!is_ai(pplayer) || is_barbarian(pplayer)) {
1640 continue;
1641 }
1642
1643 unit_list_iterate(pplayer->units, punit) {
1645 settlers++;
1646 }
1648
1649 city_list_iterate(pplayer->cities, pcity) {
1650 shields += pcity->prod[O_SHIELD];
1651 food += pcity->prod[O_FOOD];
1652 trade += pcity->prod[O_TRADE];
1654
1655 log_debug("%s T%d cities:%d pop:%d food:%d prod:%d "
1656 "trade:%d settlers:%d units:%d", player_name(pplayer),
1657 game.info.turn, city_list_size(pplayer->cities),
1658 total_player_citizens(pplayer), food, shields, trade,
1659 settlers, unit_list_size(pplayer->units));
1660
1662#endif /* FREECIV_DEBUG */
1663
1664 log_debug("Season of native unrests");
1665 summon_barbarians(); /* wild guess really, no idea where to put it, but
1666 * I want to give them chance to move their units */
1667
1668 if (game.server.migration) {
1669 log_debug("Season of migrations");
1670 if (check_city_migrations()) {
1671 /* Make sure everyone has updated information about BOTH ends of the
1672 * migration movements. */
1673 players_iterate(plr) {
1674 city_list_iterate(plr->cities, pcity) {
1678 }
1679 }
1680
1682
1683 /* Check for new achievements during the turn.
1684 * This is not within phase, as multiple players may
1685 * achieve at the same turn and everyone deserves equal opportunity
1686 * to win. */
1688 struct player_list *achievers = player_list_new();
1689 struct player *first = achievement_plr(ach, achievers);
1691
1692 pack.id = achievement_index(ach);
1693 pack.gained = TRUE;
1694
1695 if (first != NULL) {
1697 "%s", achievement_first_msg(ach));
1698
1699 pack.first = TRUE;
1700
1702
1703 script_server_signal_emit("achievement_gained", ach, first, TRUE);
1704
1705 }
1706
1707 pack.first = FALSE;
1708
1709 if (!ach->unique) {
1710 player_list_iterate(achievers, pplayer) {
1711 /* Message already sent to first one */
1712 if (pplayer != first) {
1714 "%s", achievement_later_msg(ach));
1715
1716 lsend_packet_achievement_info(pplayer->connections, &pack);
1717
1718 script_server_signal_emit("achievement_gained", ach, pplayer,
1719 FALSE);
1720 }
1722 }
1723
1724 player_list_destroy(achievers);
1726
1727 if (game.info.global_warming) {
1733 }
1734
1735 if (game.info.nuclear_winter) {
1741 }
1742
1743 /* Handle disappearing extras before appearing extras ->
1744 * Extra never appears only to disappear at the same turn,
1745 * but it can disappear and reappear. */
1747 whole_map_iterate(&(wld.map), ptile) {
1748 if (tile_has_extra(ptile, pextra)
1749 && fc_rand(10000) < pextra->disappearance_chance
1750 && can_extra_disappear(pextra, ptile)) {
1751 struct player *owner = tile_owner(ptile);
1752
1753 tile_extra_rm_apply(ptile, pextra);
1754
1755 script_server_signal_emit("spontaneous_extra",
1756 extra_rule_name(pextra),
1757 ptile, FALSE);
1758
1759 update_tile_knowledge(ptile);
1760
1761 if (owner == nullptr) {
1762 owner = extra_owner(ptile);
1763
1764 if (owner == nullptr && game.info.borders == BORDERS_DISABLED) {
1765 /* In case of disabled borders, consider owner of the closest
1766 * city, if within 7 tiles, owner of the tile. */
1767 iterate_outward(&(wld.map), ptile, 7, ctile) {
1768 struct city *pcity = tile_city(ctile);
1769
1770 if (pcity != nullptr) {
1772 break;
1773 }
1775 }
1776 }
1777
1778 if (owner != nullptr && tile_is_seen(ptile, owner)) {
1779 notify_player(owner, ptile,
1781 /* TRANS: Small Fish disappears from (32, 72). */
1782 _("%s disappears from %s."),
1783 extra_name_translation(pextra),
1784 tile_link(ptile));
1785 }
1786
1787 /* Activities at the target tile and its neighbors may now
1788 * be illegal because of present reqs. */
1790 }
1793
1795 whole_map_iterate(&(wld.map), ptile) {
1796 if (!tile_has_extra(ptile, pextra)
1797 && fc_rand(10000) < pextra->appearance_chance
1798 && can_extra_appear(pextra, ptile)) {
1799 struct player *owner = tile_owner(ptile);
1800
1801 tile_extra_apply(ptile, pextra);
1802
1803 script_server_signal_emit("spontaneous_extra",
1804 extra_rule_name(pextra),
1805 ptile, TRUE);
1806
1807 update_tile_knowledge(ptile);
1808
1809 if (owner == nullptr) {
1810 owner = extra_owner(ptile);
1811
1812 if (owner == nullptr && game.info.borders == BORDERS_DISABLED) {
1813 /* In case of disabled borders, consider owner of the closest
1814 * city, if within 7 tiles, owner of the tile. */
1815 iterate_outward(&(wld.map), ptile, 7, ctile) {
1816 struct city *pcity = tile_city(ctile);
1817
1818 if (pcity != nullptr) {
1820 break;
1821 }
1823 }
1824 }
1825
1826 if (owner != nullptr && tile_is_seen(ptile, owner)) {
1827 notify_player(tile_owner(ptile), ptile,
1829 /* TRANS: Small Fish appears to (32, 72). */
1830 _("%s appears to %s."),
1831 extra_name_translation(pextra),
1832 tile_link(ptile));
1833 }
1834
1835 /* Activities at the target tile and its neighbors may now
1836 * be illegal because of !present reqs. */
1838 }
1841
1843
1846 voting_turn();
1848
1849 log_debug("Gamenextyear");
1851 players_iterate_alive(pplayer) {
1852 pplayer->turns_alive++;
1854
1855 log_debug("Updatetimeout");
1857
1858 log_debug("Sendgameinfo");
1860
1861 log_debug("Sendplayerinfo");
1863
1864 log_debug("Sendresearchinfo");
1868
1869 log_debug("Sendyeartoclients");
1871}
1872
1873/**********************************************************************/
1876void save_game_auto(const char *save_reason, enum autosave_type type)
1877{
1878 char filename[512];
1879 const char *reason_filename = NULL;
1880
1881 if (!(game.server.autosaves & (1 << type))) {
1882 return;
1883 }
1884
1885 switch (type) {
1886 case AS_TURN:
1888 break;
1889 case AS_GAME_OVER:
1890 reason_filename = "final";
1891 break;
1892 case AS_QUITIDLE:
1893 reason_filename = "quitidle";
1894 break;
1895 case AS_INTERRUPT:
1896 reason_filename = "interrupted";
1897 break;
1898 case AS_TIMER:
1899 reason_filename = "timer";
1900 break;
1901 }
1902
1904
1905 if (type != AS_TIMER) {
1906 generate_save_name(game.server.save_name, filename, sizeof(filename),
1908 } else {
1909 fc_snprintf(filename, sizeof(filename), "%s-timer", game.server.save_name);
1910 }
1911 save_game(filename, save_reason, FALSE);
1912}
1913
1914/**********************************************************************/
1917void start_game(void)
1918{
1919 if (S_S_INITIAL != server_state()) {
1920 con_puts(C_SYNTAX, _("The game is already running."));
1921 return;
1922 }
1923
1924 /* Remove ALLOW_CTRL from whoever has it (gotten from 'first'). */
1926 if (pconn->access_level == ALLOW_CTRL) {
1928 _("%s lost control cmdlevel on "
1929 "game start. Use voting from now on."),
1930 pconn->username);
1932 }
1935
1936 con_puts(C_OK, _("Starting game."));
1937
1938 /* Prevent problems with commands that only make sense in pregame. */
1940
1941 /* This value defines if the player data should be saved for a scenario. It
1942 * is only FALSE if the editor was used to set it to this value. For
1943 * such scenarios it has to be reset at game start so that player data
1944 * is saved. */
1946
1948 /* There's no stateful packet set to client until srv_ready(). */
1949}
1950
1951/**********************************************************************/
1955{
1956 if (server_state() == S_S_RUNNING) {
1957 /* Quitting mid-game. */
1958
1959 phase_players_iterate(pplayer) {
1960 CALL_PLR_AI_FUNC(phase_finished, pplayer, pplayer);
1961 /* This has to be after all access to advisor data. */
1962 /* We used to run this for ai players only, but data phase
1963 is initialized for human players also. */
1964 adv_data_phase_done(pplayer);
1966 }
1967
1969
1970 if (game.server.save_timer != NULL) {
1973 }
1974 if (between_turns != NULL) {
1977 }
1978 if (eot_timer != NULL) {
1980 }
1982 mapimg_free();
1984 voting_free();
1986 ai_timer_free();
1987 if (game.server.phase_timer != NULL) {
1990 }
1991 if (game.server.save_timer != NULL) {
1994 }
1995
1996#ifdef HAVE_FCDB
1997 if (srvarg.fcdb_enabled) {
1998 /* If freeciv database has been initialized */
1999 fcdb_free();
2000 }
2001#endif /* HAVE_FCDB */
2002
2003 modpacks_free();
2004 settings_free();
2006 edithand_free();
2007 voting_free();
2011 CALL_FUNC_EACH_AI(module_close);
2016 con_log_close();
2020
2022}
2023
2024/**********************************************************************/
2028{
2029 struct conn_list *dest = pconn->self;
2030
2031 if (S_S_RUNNING != server_state() && S_S_OVER != server_state()) {
2032 log_error("Got a report request %d before game start", type);
2033 return;
2034 }
2035
2036 if (NULL == pconn->playing && !pconn->observer) {
2037 log_error("Got a report request %d from detached connection", type);
2038 return;
2039 }
2040
2041 switch (type) {
2044 return;
2047 return;
2048 case REPORT_TOP_CITIES:
2049 report_top_cities(dest);
2050 return;
2051 case REPORT_DEMOGRAPHIC:
2053 return;
2056 return;
2057 }
2058
2060 _("request for unknown report (type %d)"), type);
2061}
2062
2063/**********************************************************************/
2067{
2069}
2070
2071/**********************************************************************/
2075{
2077}
2078
2079/**********************************************************************/
2082static bool identity_number_is_used(int id)
2083{
2084 return BV_ISSET(identity_numbers_used, id);
2085}
2086
2087/**********************************************************************/
2091{
2092 server.identity_number = (server.identity_number + 1) % IDENTITY_NUMBER_SIZE;
2093 return server.identity_number;
2094}
2095
2096/**********************************************************************/
2101{
2102 int retries = 0;
2103
2105 /* Try again */
2106 if (++retries >= IDENTITY_NUMBER_SIZE) {
2107 /* Always fails. */
2109 "Exhausted city and unit numbers!");
2110 }
2111 }
2112 identity_number_reserve(server.identity_number);
2113 return server.identity_number;
2114}
2115
2116/**********************************************************************/
2123{
2125}
2126
2127/**********************************************************************/
2131bool server_packet_input(struct connection *pconn, void *packet, int type)
2132{
2133 struct player *pplayer;
2134
2135 /* A NULL packet can be returned from receive_packet_goto_route() */
2136 if (!packet) {
2137 return TRUE;
2138 }
2139
2140 /*
2141 * Old pre-delta clients (before 2003-11-28) send a
2142 * PACKET_LOGIN_REQUEST (type 0) to the server. We catch this and
2143 * reply with an old reject packet. Since there is no struct for
2144 * this old packet anymore we build it by hand.
2145 */
2146 if (type == 0) {
2147 unsigned char buffer[4096];
2148 struct raw_data_out dout;
2149
2150 log_normal(_("Warning: rejecting old client %s"),
2152
2153 dio_output_init(&dout, buffer, sizeof(buffer));
2155
2156 /* 1 == PACKET_LOGIN_REPLY in the old client */
2158
2161 _("Your client is too old. To use this server, "
2162 "please upgrade your client to a "
2163 "Freeciv 2.2 or later."));
2165
2166 {
2167 size_t size = dio_output_used(&dout);
2170
2171 /*
2172 * Use send_connection_data instead of send_packet_data to avoid
2173 * compression.
2174 */
2176 }
2177
2178 return FALSE;
2179 }
2180
2183 (struct packet_server_join_req *) packet);
2184 }
2185
2186 /* May be received on a non-established connection. */
2188 return auth_handle_reply(pconn,
2189 ((struct packet_authentication_reply *)
2190 packet)->password);
2191 }
2192
2193 if (type == PACKET_CONN_PONG) {
2195 return TRUE;
2196 }
2197
2198 if (!pconn->established) {
2199 log_error("Received game packet %s(%d) from unaccepted connection %s.",
2201 return TRUE;
2202 }
2203
2204 /* Valid packets from established connections but non-players */
2215
2216 /* Except for PACKET_EDIT_MODE (used to set edit mode), check
2217 * that the client is allowed to send the given edit packet. */
2219 && !can_conn_edit(pconn)) {
2221 _("You are not allowed to edit."));
2222 return TRUE;
2223 }
2224
2225 if (!server_handle_packet(type, packet, NULL, pconn)) {
2226 log_error("Received unknown packet %d from %s.",
2228 }
2229 return TRUE;
2230 }
2231
2232 pplayer = pconn->playing;
2233
2234 if (NULL == pplayer || pconn->observer) {
2235 if (type == PACKET_PLAYER_READY && pconn->observer) {
2237 return TRUE;
2238 }
2239 /* Don't support these yet */
2240 log_error("Received packet %s(%d) from non-player connection %s.",
2242 return TRUE;
2243 }
2244
2245 if (S_S_RUNNING != server_state()
2250 if (S_S_OVER == server_state()) {
2251 /* This can happen by accident, so we don't want to print
2252 * out lots of error messages. Ie, we use log_debug(). */
2253 log_debug("Got a packet of type %s(%d) in %s.",
2255 } else {
2256 log_error("Got a packet of type %s(%d) outside %s.",
2258 }
2259 return TRUE;
2260 }
2261
2262 pplayer->nturns_idle = 0;
2263
2264 if (!pplayer->is_alive && type != PACKET_REPORT_REQ) {
2265 log_error("Got a packet of type %s(%d) from a dead player.",
2267 return TRUE;
2268 }
2269
2270 /* Make sure to set this back to NULL before leaving this function: */
2271 pplayer->current_conn = pconn;
2272
2273 if (!server_handle_packet(type, packet, pplayer, pconn)) {
2274 log_error("Received unknown packet %d from %s.",
2276 }
2277
2278 if (S_S_RUNNING == server_state()
2279 && type != PACKET_PLAYER_READY) {
2280 /* handle_player_ready() calls start_game(), but the game isn't started
2281 * until the main loop is re-entered, so kill_dying_players would think
2282 * all players are dead. This should be solved by adding a new
2283 * game state (now S_S_GENERATING_WAITING). */
2285 }
2286
2287 pplayer->current_conn = NULL;
2288
2289 return TRUE;
2290}
2291
2292/**********************************************************************/
2297{
2298 bool connected = FALSE;
2299
2300 if (S_S_RUNNING != server_state()) {
2301 /* Not in a running state, no turn done. */
2302 return;
2303 }
2304
2305 /* fixedlength is only applicable if we have a timeout set */
2307 return;
2308 }
2309
2310 /* If there are no connected players, don't automatically advance. This is
2311 * a hack to prevent all-AI games from running rampant. Note that if
2312 * timeout is set to -1 this function call is skipped entirely and the
2313 * server will run rampant. */
2314 players_iterate_alive(pplayer) {
2315 if (pplayer->is_connected && (is_human(pplayer) || pplayer->phase_done)) {
2316 connected = TRUE;
2317 break;
2318 }
2320
2321 if (!connected) {
2322 return;
2323 }
2324
2325 phase_players_iterate(pplayer) {
2326 if (!pplayer->phase_done && pplayer->is_alive) {
2327 if (pplayer->is_connected) {
2328 /* In all cases, we wait for any connected players. */
2329 return;
2330 }
2331 if (game.server.turnblock && is_human(pplayer)) {
2332 /* If turnblock is enabled check for human players, connected
2333 * or not. */
2334 return;
2335 }
2336 if (is_ai(pplayer) && !pplayer->ai_phase_done) {
2337 /* AI player has not finished */
2338 return;
2339 }
2340 }
2342
2344}
2345
2346/**********************************************************************/
2352{
2353 if (!game_was_started() && 0 < map_startpos_count()) {
2354 /* Restrict nations to those for which start positions are defined. */
2355 nations_iterate(pnation) {
2356 fc_assert_action_msg(NULL == pnation->player,
2357 if (pnation->player->nation == pnation) {
2358 /* At least assignment is consistent. Leave nation assigned,
2359 * and make sure that nation is also marked pickable. */
2360 pnation->server.no_startpos = FALSE;
2361 continue;
2362 } else if (NULL != pnation->player->nation) {
2363 /* Not consistent. Just initialize the pointer and hope for the
2364 * best. */
2365 pnation->player->nation->player = NULL;
2366 pnation->player = NULL;
2367 } else {
2368 /* Not consistent. Just initialize the pointer and hope for the
2369 * best. */
2370 pnation->player = NULL;
2371 }, "Player assigned to nation before %s()!", __FUNCTION__);
2372
2373 if (nation_barbarian_type(pnation) != NOT_A_BARBARIAN) {
2374 /* Always allow land and sea barbarians regardless of start
2375 * positions. */
2376 pnation->server.no_startpos = FALSE;
2377 } else {
2378 /* Restrict the set of nations offered to players, based on
2379 * start positions.
2380 * If there are no start positions for a nation, remove it from the
2381 * available set. */
2382 pnation->server.no_startpos = TRUE;
2384 if (startpos_nation_allowed(psp, pnation)) {
2385 /* There is at least one start position that allows this nation,
2386 * so allow it to be picked.
2387 * (Depending on what nations players actually pick, it's not
2388 * guaranteed that the server can always find a match between
2389 * nations in this subset and start positions, in which case the
2390 * server may create mismatches.) */
2391 pnation->server.no_startpos = FALSE;
2392 break;
2393 }
2395 }
2397 } else {
2398 /* Not restricting nations by start positions. */
2399 nations_iterate(pnation) {
2400 pnation->server.no_startpos = FALSE;
2402 }
2403}
2404
2405/**********************************************************************/
2410void handle_nation_select_req(struct connection *pc, int player_no,
2411 Nation_type_id nation_no, bool is_male,
2412 const char *name, int style)
2413{
2414 struct nation_type *new_nation;
2415 struct player *pplayer = player_by_number(player_no);
2416
2417 if (!pplayer || !can_conn_edit_players_nation(pc, pplayer)) {
2418 return;
2419 }
2420
2421 new_nation = nation_by_number(nation_no);
2422
2424 char message[1024];
2425
2426 /* check sanity of the packet sent by client */
2428 return;
2429 }
2430
2433 _("%s nation is not available for user selection."),
2435 return;
2436 }
2437 if (new_nation->player && new_nation->player != pplayer) {
2439 _("%s nation is already in use."),
2441 return;
2442 }
2443
2445 message, sizeof(message))) {
2447 ftc_server, "%s", message);
2448 return;
2449 }
2450
2451 /* Should be caught by is_nation_pickable() */
2453
2455 _("%s is the %s ruler %s."),
2456 pplayer->username,
2458 player_name(pplayer));
2459
2460 pplayer->is_male = is_male;
2461 pplayer->style = style_by_number(style);
2462 } else if (name[0] == '\0') {
2463 char message[1024];
2464
2466 message, sizeof(message));
2467 }
2468
2469 (void) player_set_nation(pplayer, new_nation);
2471}
2472
2473/**********************************************************************/
2477{
2478 if (pconn->access_level == ALLOW_HACK) {
2479 players_iterate(plr) {
2480 if (is_human(plr)) {
2481 return;
2482 }
2484
2486 }
2487}
2488
2489/**********************************************************************/
2493 int player_no,
2494 bool is_ready)
2495{
2496 struct player *pplayer = player_by_number(player_no);
2497
2498 if (NULL == pplayer || S_S_INITIAL != server_state()) {
2499 return;
2500 }
2501
2502 if (pplayer != requestor) {
2503 /* Currently you can only change your own readiness. */
2504 return;
2505 }
2506
2507 pplayer->is_ready = is_ready;
2508 send_player_info_c(pplayer, NULL);
2509
2510 /* Note this is called even if the player has pressed /start once
2511 * before. For instance, when a player leaves everyone remaining
2512 * might have pressed /start already but the start won't happen
2513 * until someone presses it again. Also you can press start more
2514 * than once to remind other people to start (which is a good thing
2515 * until somebody does it too much and it gets labeled as spam). */
2516 if (is_ready) {
2517 int num_ready = 0, num_unready = 0;
2518
2519 players_iterate_alive(other_player) {
2520 if (other_player->is_connected) {
2521 if (other_player->is_ready) {
2522 num_ready++;
2523 } else {
2524 num_unready++;
2525 }
2526 }
2528
2529 if (num_unready > 0) {
2531 _("Waiting to start game: %d out of %d alive players "
2532 "are ready to start."),
2534 } else {
2535 /* Check minplayers etc. and then start */
2537 }
2538 }
2539}
2540
2541/**********************************************************************/
2546const char *aifill(int amount)
2547{
2548 char *limitreason = NULL;
2549 int limit;
2550
2551 if (game_was_started()) {
2552 return NULL;
2553 }
2554
2556 if (limit < amount) {
2557 limitreason = _("requested more than 'maxplayers' setting");
2558 }
2559
2560 /* Limit to nations provided by ruleset */
2561 if (limit > server.playable_nations) {
2562 limit = server.playable_nations;
2563 if (nation_set_count() > 1) {
2564 limitreason = _("not enough playable nations in this nation set "
2565 "(see 'nationset' setting)");
2566 } else {
2567 limitreason = _("not enough playable nations");
2568 }
2569 }
2570
2571 if (limit < player_count()) {
2572 int removal = player_slot_count() - 1;
2573
2574 while (limit < player_count() && 0 <= removal) {
2575 struct player *pplayer = player_by_number(removal);
2576
2577 removal--;
2578 if (!pplayer) {
2579 continue;
2580 }
2581
2582 if (!pplayer->is_connected && !pplayer->was_created) {
2583 server_remove_player(pplayer);
2584 }
2585 }
2586
2587 /* 'limit' can be different from 'player_count()' at this point if
2588 * there are more human or created players than the 'limit'. */
2589 return limitreason;
2590 }
2591
2592 while (limit > player_count()) {
2594 int filled = 1;
2595 struct player *pplayer;
2596
2598 NULL, FALSE);
2599 /* !game_was_started() so no need to assign_player_colors() */
2600 if (!pplayer) {
2601 break;
2602 }
2603 server_player_init(pplayer, FALSE, TRUE);
2604
2605 player_set_nation(pplayer, NULL);
2606
2607 do {
2608 fc_snprintf(leader_name, sizeof(leader_name), "AI*%d", filled++);
2609 } while (player_by_name(leader_name));
2611 pplayer->random_name = TRUE;
2612 sz_strlcpy(pplayer->username, _(ANON_USER_NAME));
2613 pplayer->unassigned_user = TRUE;
2614
2616 set_as_ai(pplayer);
2618
2619 CALL_PLR_AI_FUNC(gained_control, pplayer, pplayer);
2620
2621 log_normal(_("%s has been added as %s level AI-controlled player (%s)."),
2622 player_name(pplayer),
2624 ai_name(pplayer->ai));
2626 _("%s has been added as %s level AI-controlled player (%s)."),
2627 player_name(pplayer),
2629 ai_name(pplayer->ai));
2630
2631 send_player_info_c(pplayer, NULL);
2632 }
2633
2634 return limitreason;
2635}
2636
2637/**********************************************************************/
2640#define SPECHASH_TAG startpos
2641#define SPECHASH_IKEY_TYPE struct startpos *
2642#define SPECHASH_INT_DATA_TYPE
2643#include "spechash.h"
2644#define startpos_hash_iterate(hash, psp, c) \
2645 TYPED_HASH_ITERATE(struct startpos *, intptr_t, hash, psp, c)
2646#define startpos_hash_iterate_end HASH_ITERATE_END
2647
2648/**********************************************************************/
2651static void player_set_nation_full(struct player *pplayer,
2652 struct nation_type *pnation)
2653{
2654 /* Don't change the name of a created player. */
2655 player_nation_defaults(pplayer, pnation, pplayer->random_name);
2656}
2657
2658/**********************************************************************/
2661void player_nation_defaults(struct player *pplayer, struct nation_type *pnation,
2662 bool set_name)
2663{
2664 struct nation_leader *pleader;
2665
2666 fc_assert(NO_NATION_SELECTED != pnation);
2667 player_set_nation(pplayer, pnation);
2668 fc_assert(pnation == pplayer->nation);
2669
2670 pplayer->style = style_of_nation(pnation);
2671
2672 if (set_name) {
2674 }
2675
2676 if ((pleader = nation_leader_by_name(pnation, player_name(pplayer)))) {
2678 } else {
2679 pplayer->is_male = (fc_rand(2) == 1);
2680 }
2681
2682 ai_traits_init(pplayer);
2683}
2684
2685/**********************************************************************/
2712static void generate_players(void)
2713{
2714 int nations_to_assign = 0;
2715
2716 /* Announce players who already have nations, and select nations based
2717 * on player names. */
2718 players_iterate(pplayer) {
2719 if (pplayer->nation != NO_NATION_SELECTED) {
2720 /* Traits are initialized here, and not already when nation gets
2721 * picked, as player may change their mind after picking one nation,
2722 * and picks another and we want to init traits only once, for the
2723 * correct nation. */
2724 ai_traits_init(pplayer);
2725 announce_player(pplayer);
2726 continue;
2727 }
2728
2729 /* See if the player name matches a known leader name.
2730 * If more than one nation has this leader name, pick one at random.
2731 * No attempt is made to avoid clashes to maximise the number of
2732 * nations that can be assigned in this way. */
2733 {
2735 int n = 0;
2736
2737 allowed_nations_iterate(pnation) {
2738 if (is_nation_playable(pnation)
2739 && client_can_pick_nation(pnation)
2740 && NULL == pnation->player
2741 && (nation_leader_by_name(pnation, player_name(pplayer)))) {
2743 n++;
2744 }
2746 if (n > 0) {
2747 player_set_nation_full(pplayer,
2749 }
2751 }
2752 if (pplayer->nation != NO_NATION_SELECTED) {
2753 announce_player(pplayer);
2754 } else {
2756 }
2758
2759 if (0 < nations_to_assign && 0 < map_startpos_count()) {
2760 /* We're running a scenario game with specified start positions.
2761 * Prefer nations assigned to those positions (but we can fall back
2762 * to others, even if game.scenario.startpos_nations is set). */
2764 struct nation_type *picked;
2765 int c, max = -1;
2766 int i, min;
2767
2768 /* Initialization. */
2770 if (startpos_allows_all(psp)) {
2771 continue;
2772 }
2773
2774 /* Count the already-assigned players whose nations can use this
2775 * start position. */
2776 c = 0;
2777 players_iterate(pplayer) {
2778 if (NO_NATION_SELECTED != pplayer->nation
2779 && startpos_nation_allowed(psp, pplayer->nation)) {
2780 c++;
2781 }
2783
2784 startpos_hash_insert(hash, psp, c);
2785 if (c > max) {
2786 max = c;
2787 }
2789
2790 /* Try to assign nations with start positions to the unassigned
2791 * players, preferring nations whose start positions aren't usable
2792 * by already-assigned players. */
2793 players_iterate(pplayer) {
2794 if (NO_NATION_SELECTED != pplayer->nation) {
2795 continue;
2796 }
2797
2799 min = max;
2800 i = 0;
2801
2802 allowed_nations_iterate(pnation) {
2803 if (!is_nation_playable(pnation)
2804 || NULL != pnation->player) {
2805 /* Not available. */
2806 continue;
2807 }
2808
2809 startpos_hash_iterate(hash, psp, val) {
2810 if (!startpos_nation_allowed(psp, pnation)) {
2811 continue;
2812 }
2813
2814 if (val < min) {
2815 /* Pick this nation, as fewer nations already in the game
2816 * can use this start position. */
2817 picked = pnation;
2818 min = val;
2819 i = 1;
2820 } else if (val == min && 0 == fc_rand(++i)) {
2821 /* More than one nation is equally desirable. Pick one at
2822 * random. */
2823 picked = pnation;
2824 }
2827
2828 if (NO_NATION_SELECTED != picked) {
2831 announce_player(pplayer);
2832 /* Update the counts for the newly assigned nation. */
2833 startpos_hash_iterate(hash, psp, val) {
2834 if (startpos_nation_allowed(psp, picked)) {
2835 startpos_hash_replace(hash, psp, val + 1);
2836 }
2838 } else {
2839 /* No need to continue; we failed to pick a nation this time,
2840 * so we're not going to succeed next time. Fall back to
2841 * standard nation selection. */
2842 break;
2843 }
2845
2847 }
2848
2849 if (0 < nations_to_assign) {
2850 /* Pick random races. Try to select from the set permitted by
2851 * starting positions -- if we fell through here after failing to
2852 * match start positions, this will at least keep the picked
2853 * nations vaguely in keeping with the scenario.
2854 * However, even this may fail (if there are start positions that
2855 * can only be filled by nations outside the current nationset),
2856 * in which case we fall back to completely random nations. */
2857 bool needs_startpos = TRUE;
2858 players_iterate(pplayer) {
2859 if (NO_NATION_SELECTED == pplayer->nation) {
2862 if (pnation == NO_NATION_SELECTED && needs_startpos) {
2865 }
2866 fc_assert(pnation != NO_NATION_SELECTED);
2867 player_set_nation_full(pplayer, pnation);
2869 announce_player(pplayer);
2870 }
2872 }
2873
2875
2877}
2878
2879/**********************************************************************/
2884const char *pick_random_player_name(const struct nation_type *pnation)
2885{
2886 const char *choice = NULL;
2888 int n;
2889
2891 const char *name = nation_leader_name(pleader);
2892
2893 if (NULL == player_by_name(name)
2894 && NULL == player_by_user(name)) {
2896 }
2898
2900 if (n > 0) {
2902 fc_rand(n)));
2903 }
2905
2906 return choice;
2907}
2908
2909/**********************************************************************/
2912static void announce_player(struct player *pplayer)
2913{
2914 log_normal(_("%s rules the %s."),
2915 player_name(pplayer), nation_plural_for_player(pplayer));
2916
2918 ftc_server, _("%s rules the %s."),
2919 player_name(pplayer), nation_plural_for_player(pplayer));
2920
2921 /* Let the clients knows the nation of the players as soon as possible.
2922 * When a player's nation is server assigned its client will think of it
2923 * as NULL until informed about the assigned nation. */
2924 send_player_info_c(pplayer, NULL);
2925}
2926
2927/**********************************************************************/
2930static void srv_running(void)
2931{
2933 bool skip_mapimg = !game.info.is_new_game; /* Do not overwrite start-of-turn image */
2935 int save_counter = game.info.is_new_game ? 1 : 0;
2936
2937 /* We may as well reset is_new_game now. */
2939
2940 log_verbose("srv_running() mostly redundant send_server_settings()");
2942
2944
2945 if (game.server.autosaves & (1 << AS_TIMER)) {
2949 ? NULL : "save interval");
2951 }
2952
2953 /*
2954 * This will freeze the reports and agents at the client.
2955 *
2956 * Do this before the body so that the PACKET_THAW_CLIENT packet is
2957 * balanced.
2958 */
2960
2962 while (S_S_RUNNING == server_state()) {
2963 /* The beginning of a turn.
2964 *
2965 * We have to initialize data as well as do some actions. However when
2966 * loading a game we don't want to do these actions (like AI unit
2967 * movement and AI diplomacy). */
2969
2970 if (game.server.num_phases != 1) {
2971 /* We allow everyone to begin adjusting cities and such
2972 * from the beginning of the turn.
2973 * With simultaneous movement we send begin_turn packet in
2974 * begin_phase() only after AI players have finished their actions. */
2976 }
2977
2979 log_debug("Starting phase %d/%d.", game.info.phase,
2983 /* When loading a savegame, we need to send loaded events, after
2984 * the clients switched to the game page (after the first
2985 * packet_start_phase is received). */
2990 }
2991
2992 is_new_turn = TRUE;
2993
2995
2996 /*
2997 * This will thaw the reports and agents at the client.
2998 */
3000
3001#ifdef LOG_TIMERS
3002 /* Before sniff (human player activites), report time to now: */
3003 log_verbose("End/start-turn server/ai activities: %g seconds",
3005#endif
3006
3007 /* Do auto-saves just before starting server_sniff_all_input(), so that
3008 * autosave happens effectively "at the same time" as manual
3009 * saves, from the point of view of restarting and AI players.
3010 * Post-increment so we don't count the first loop. */
3011 if (game.info.phase == 0) {
3012 /* Create autosaves if requested. */
3014 && game.server.save_nturns > 0) {
3015 save_counter = 0;
3016 save_game_auto("Autosave", AS_TURN);
3017 }
3018 save_counter++;
3019
3020 if (!skip_mapimg) {
3022 } else {
3024 }
3025 }
3026
3027 log_debug("sniffingpackets");
3028 check_for_full_turn_done(); /* HACK: don't wait during AI phases */
3029
3030 if (between_turns != NULL) {
3032 log_debug("Unresponsive between turns %g seconds", game.server.turn_change_time);
3033 }
3034
3036 /* Nothing */
3037 }
3038
3040 between_turns != NULL ? NULL : "between turns");
3042
3043 /* After sniff, re-zero the timer: (read-out above on next loop) */
3046
3048
3049 sanity_check();
3050
3051 /*
3052 * This will freeze the reports and agents at the client.
3053 */
3055
3056 end_phase();
3057
3059
3060 if (S_S_OVER == server_state()) {
3061 break;
3062 }
3064 }
3065
3066 /* Make sure is_new_turn is reset before next turn even if
3067 * we did zero rounds in the loop (i.e. if current phase from
3068 * the savegame was >= num phases). Without this begin_turn()
3069 * would not reset phase, so there would be infinite loop
3070 * where phase is too high for is_new_turn to get set. */
3071 is_new_turn = TRUE;
3072
3073 end_turn();
3074 log_debug("Sendinfotometaserver");
3076
3079 if (game.info.turn > game.server.end_turn) {
3080 /* endturn was reached - rank users based on team scores */
3082 } else {
3083 /* Game ended for victory conditions - rank users based on survival */
3085 }
3086 } else if (S_S_OVER == server_state()) {
3087 /* Game terminated by /endgame command - calculate team scores */
3089 }
3090 }
3091
3092 /* This will thaw the reports and agents at the client. */
3094
3095 if (game.server.save_timer != NULL) {
3098 }
3099 if (between_turns != NULL) {
3102 }
3104}
3105
3106/**********************************************************************/
3109static void srv_prepare(void)
3110{
3111#ifdef HAVE_FCDB
3112 if (!srvarg.auth_enabled) {
3113 con_write(C_COMMENT, _("This freeciv-server program has player "
3114 "authentication support, but it's currently not "
3115 "in use."));
3116 }
3117#endif /* HAVE_FCDB */
3118
3119 /* Make sure it's initialized */
3120 if (!has_been_srv_init) {
3121 srv_init();
3122 }
3123
3125
3126 /* Must be before con_log_init() */
3130 /* Logging available after this point */
3131
3133
3134#if IS_BETA_VERSION || IS_DEVEL_VERSION
3135 con_puts(C_COMMENT, "");
3137 con_puts(C_COMMENT, "");
3138#endif /* IS_BETA_VERSION || IS_DEVEL_VERSION */
3139
3140 con_flush();
3141
3144 edithand_init();
3145 voting_init();
3146 voting_init();
3147 ai_timer_init();
3148
3149 modpacks_init();
3155
3156#ifdef HAVE_FCDB
3157 if (srvarg.fcdb_enabled) {
3158 bool success;
3159
3161 free(srvarg.fcdb_conf); /* Never needed again */
3163 if (!success) {
3165 }
3166 }
3167#endif /* HAVE_FCDB */
3168
3169 if (srvarg.ruleset != NULL) {
3170 const char *testfilename;
3171
3173 if (testfilename == NULL) {
3174 log_fatal(_("Ruleset directory \"%s\" not found"), srvarg.ruleset);
3176 }
3178 }
3179
3180 /* Try to load a saved game */
3181 if ('\0' == srvarg.load_filename[0]
3183 /* Savegame not loaded */
3185
3186 /* Rulesets are loaded on game initialization, but may be changed later
3187 * if /load or /rulesetdir is done. */
3189 }
3190
3192
3193 if (!(srvarg.metaserver_no_send)) {
3194 log_normal(_("Sending info to metaserver <%s>."), meta_addr_port());
3195 /* Open socket for meta server */
3198 con_write(C_FAIL, _("Not starting without explicitly requested metaserver connection."));
3200 }
3201 }
3202
3203 eot_timer = timer_new(TIMER_CPU, TIMER_ACTIVE, "end-of-turn");
3204}
3205
3206/**********************************************************************/
3209static void srv_scores(void)
3210{
3211 /* Recalculate the scores in case of a spaceship victory */
3212 players_iterate(pplayer) {
3213 calc_civ_score(pplayer);
3215
3217
3221 _("The game is over..."));
3223
3224 if (game.server.save_nturns > 0
3226 || !srvarg.quitidle)) {
3227 /* Save game on game_over, but not when the gameover was caused by
3228 * the -q parameter. Be sure that it's the -q, and not an autogame
3229 * with no human players. */
3230 save_game_auto("Game over", AS_GAME_OVER);
3231 }
3232
3234}
3235
3236/**********************************************************************/
3242{
3243 players_iterate(pplayer) {
3244 struct nation_type *pnation = nation_of_player(pplayer);
3245
3246 pplayer->government = init_government_of_nation(pnation);
3247
3249 /* If we do not do this, an assertion will trigger. This enables us to
3250 * select a valid government on game start. */
3251 pplayer->revolution_finishes = 0;
3252 }
3253
3254 multipliers_iterate(pmul) {
3255 int midx = multiplier_index(pmul);
3256
3257 pplayer->multipliers[midx].value
3258 = pplayer->multipliers[midx].target
3259 = pmul->def;
3262}
3263
3264/**********************************************************************/
3267static void srv_ready(void)
3268{
3270
3272 players_iterate(pplayer) {
3273 if (!pplayer->is_connected && is_human(pplayer)) {
3274 toggle_ai_player_direct(NULL, pplayer);
3275 }
3277 }
3278
3280
3281#ifdef TEST_RANDOM /* not defined anywhere, set it if you want it */
3282 test_random1(200);
3283 test_random1(2000);
3284 test_random1(20000);
3285 test_random1(200000);
3286#endif
3287
3288 if (game.info.is_new_game) {
3289 /* Must come before assign_player_colors() */
3292
3293 game.info.turn++; /* Pregame T0 -> game T1 */
3294 fc_assert(game.info.turn == 1);
3296 }
3297
3298 /* If we have a tile map, and MAPGEN_SCENARIO == map.server.generator,
3299 * call map_fractal_generate() anyway to make the specials, huts and
3300 * continent numbers. */
3301 if (map_is_empty()
3303 && game.info.is_new_game)) {
3304 struct {
3305 const char *name;
3306 char value[MAX_LEN_NAME * 2];
3307 char pretty[MAX_LEN_NAME * 2];
3308 } mapgen_settings[] = {
3309 { "generator", },
3310 { "startpos", },
3311 { "teamplacement", }
3312 };
3313 int i;
3314 /* If a specific seed has been requested, there's no point retrying,
3315 * as the map will be the same every time. */
3316 bool retry_ok = (wld.map.server.seed_setting == 0
3318 int max = retry_ok ? 3 : 1;
3319 bool created = FALSE;
3320 struct unit_type *utype = NULL;
3322
3323 if (sucount > 0) {
3324 for (i = 0; utype == NULL && i < sucount; i++) {
3326 }
3327 } else {
3328 /* First unit the initial city might build. */
3329 utype = get_role_unit(L_FIRSTBUILD, 0);
3330 }
3331 fc_assert(utype != NULL);
3332
3333 /* Register map generator setting main values. */
3334 for (i = 0; i < ARRAY_SIZE(mapgen_settings); i++) {
3336
3337 fc_assert_action(pset != NULL, continue);
3340 sizeof(mapgen_settings[i].value));
3342 mapgen_settings[i].pretty,
3343 sizeof(mapgen_settings[i].pretty));
3344 }
3345
3346 for (i = 0; !created && i < max ; i++) {
3348 if (!created && max > 1) {
3349 int set;
3350
3351 /* If we're retrying, seed_setting == 0, which will yield a new map
3352 * next time */
3354 if (i == 0) {
3355 /* We will retry only if max attempts allow it */
3356 log_normal(_("Failed to create suitable map, retrying with another mapseed."));
3357 } else {
3358 /* +1 - start human readable count from 1 and not from 0
3359 * +1 - refers to next round, not to one we just did
3360 * ==
3361 * +2 */
3362 log_normal(_("Attempt %d/%d"), i + 2, max);
3363 }
3365
3366 /* Remove old information already present in tiles */
3367 main_map_free();
3369 /* Restore the settings. */
3370 for (set = 0; set < ARRAY_SIZE(mapgen_settings); set++) {
3372#ifdef FREECIV_NDEBUG
3374#else /* FREECIV_NDEBUG */
3375 char error[128];
3376 bool success;
3377
3378 fc_assert_action(pset != NULL, continue);
3380 NULL, error, sizeof(error));
3382 "Failed to restore '%s': %s",
3383 mapgen_settings[set].name,
3384 error);
3385#endif /* FREECIV_NDEBUG */
3386 }
3387 main_map_allocate(); /* NOT map_init() as that would overwrite settings */
3388 }
3389 }
3390 if (!created) {
3391 bugreport_request(_("Cannot create suitable map with given settings."));
3392
3394 }
3395
3397 script_server_signal_emit("map_generated");
3398 }
3399
3400 game_map_init();
3401
3402 /* Test if main map generator settings have changed. */
3403 for (i = 0; i < ARRAY_SIZE(mapgen_settings); i++) {
3405 char pretty[sizeof(mapgen_settings[i].pretty)];
3406
3407 fc_assert_action(pset != NULL, continue);
3408 if (0 == strcmp(setting_value_name(pset, TRUE, pretty,
3409 sizeof(pretty)),
3410 mapgen_settings[i].pretty)) {
3411 continue; /* Setting didn't change. */
3412 }
3414 _("Setting '%s' has been adjusted from %s to %s."),
3416 mapgen_settings[i].pretty,
3417 pretty);
3418 log_normal(_("Setting '%s' has been adjusted from %s to %s."),
3420 mapgen_settings[i].pretty,
3421 pretty);
3422 }
3423 }
3424
3425 CALL_FUNC_EACH_AI(map_ready);
3426
3427 /* start the game */
3430
3431 if (game.info.is_new_game) {
3433
3434 /* If we're starting a new game, reset the max_players to be at
3435 * least the number of players currently in the game. */
3437
3438 /* Before the player map is allocated (and initialized)! */
3440
3441 players_iterate(pplayer) {
3442 player_map_init(pplayer);
3444 pplayer->economic.gold = game.info.gold;
3445 pplayer->economic.infra_points = game.info.infrapoints;
3447
3448 /* Give initial technologies, as specified in the ruleset and the
3449 * settings. */
3454
3455 /* Set up alliances based on team selections */
3456 players_iterate(pplayer) {
3458 if (players_on_same_team(pplayer, pdest)
3459 && player_number(pplayer) != player_number(pdest)) {
3461 player_diplstate_get(pdest, pplayer),
3462 DS_TEAM);
3463 give_shared_vision(pplayer, pdest);
3464 BV_SET(pplayer->real_embassy, player_index(pdest));
3465 }
3468
3469 /* Assign colors from the ruleset for any players who weren't
3470 * explicitly assigned colors during the pregame.
3471 * This must come after generate_players() since it can depend on
3472 * assigned nations. */
3474
3475 /* Save all settings for the 'reset game' command. */
3477 }
3478
3479 /* FIXME: can this be moved? */
3480 players_iterate(pplayer) {
3483
3484 if (!game.info.is_new_game) {
3485 players_iterate(pplayer) {
3486 if (is_ai(pplayer)) {
3487 set_ai_level_direct(pplayer, pplayer->ai_common.skill_level);
3488 }
3490 } else {
3491 players_iterate(pplayer) {
3492 /* Initialize this again to be sure */
3493 adv_data_default(pplayer);
3495 }
3496
3500
3501 if (game.info.is_new_game) {
3502 /* Place players' initial units, etc */
3503 init_new_game();
3505
3507 players_iterate(pplayer) {
3508 map_show_all(pplayer);
3510 }
3511 }
3512
3514 /* This is a heavy scenario. It may include research. The sciencebox
3515 * setting may have been changed. A change to the sciencebox setting
3516 * may have caused the stored amount of bulbs to be enough to finish
3517 * the current research. */
3518
3519 players_iterate(pplayer) {
3520 /* Check for finished research. */
3521 update_bulbs(pplayer, 0, TRUE, FALSE);
3523 }
3524
3525 if (srvarg.fcdb_enabled) {
3527 &game.server.dbid);
3528 log_debug("dbid: %d", game.server.dbid);
3529 }
3530
3531 CALL_FUNC_EACH_AI(game_start);
3532}
3533
3534/**********************************************************************/
3538{
3539 /* Was redundantly in game_load() */
3540 server.playable_nations = 0;
3541 server.nbarbarians = 0;
3542 server.identity_number = IDENTITY_NUMBER_SKIP;
3543
3546
3549 /* game_init() set game.server.plr_colors to NULL. So we need to
3550 * initialize the colors after. */
3552
3554}
3555
3556/**********************************************************************/
3562{
3564
3565 /* Free all the treaties that were left open when game finished. */
3566 free_treaties();
3567
3568 /* Free the vision data, without sending updates. */
3569 players_iterate(pplayer) {
3570 unit_list_iterate(pplayer->units, punit) {
3571 /* don't bother using vision_clear_sight() */
3573 punit->server.vision->radius_sq[v] = -1;
3578
3579 city_list_iterate(pplayer->cities, pcity) {
3580 /* don't bother using vision_clear_sight() */
3582 pcity->server.vision->radius_sq[v] = -1;
3589
3590 /* Destroy all players; with must be separate as the player information is
3591 * needed above. This also sends the information to the clients. */
3592 players_iterate(pplayer) {
3593 server_remove_player(pplayer);
3595
3599 citymap_free();
3600 game_free();
3601}
3602
3603/**********************************************************************/
3607{
3608 srv_prepare();
3609
3610 /* Run server loop */
3611 do {
3613
3614 /* Load a script file. */
3615 if (NULL != srvarg.script_filename) {
3616 /* Adding an error message more here will duplicate them. */
3618 }
3619
3621 if (!game_was_started()) {
3623 }
3624
3625 log_normal(_("Now accepting new client connections on port %d."),
3626 srvarg.port);
3627 /* Remain in S_S_INITIAL until all players are ready. */
3629 /* When force_end_of_sniff is used in pregame, it means that the server
3630 * is ready to start (usually set within start_game()). */
3631 }
3632
3633 if (S_S_RUNNING > server_state()) {
3634 /* If restarting for lack of players, the state is S_S_OVER,
3635 * so don't try to start the game. */
3636 srv_ready(); /* srv_ready() sets server state to S_S_RUNNING. */
3637 srv_running();
3638 srv_scores();
3639 }
3640
3641 /* Remain in S_S_OVER until players log out */
3642 while (conn_list_size(game.est_connections) > 0) {
3644 }
3645
3646 if (game.info.timeout == -1 || srvarg.exit_on_end) {
3647 /* For autogames or if the -e option is specified, exit the server. */
3648 server_quit();
3649 }
3650
3651 /* Close it even between games. */
3653
3654 /* Reset server */
3658 mapimg_reset();
3662 } while (TRUE);
3663
3664 /* Technically, we won't ever get here. We exit via server_quit(). */
3666}
3667
3668/**********************************************************************/
3671struct color;
3672static inline void server_gui_color_free(struct color *pcolor)
3673{
3675
3676 return;
3677}
3678
3679/**********************************************************************/
3683static int server_plr_tile_city_id_get(const struct tile *ptile,
3684 const struct player *pplayer)
3685{
3686 const struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
3687
3688 return plrtile && plrtile->site ? plrtile->site->identity
3690}
3691
3692/**********************************************************************/
3696{
3697 struct setting *pset = setting_by_name(name);
3698
3699 if (pset) {
3700 return setting_number(pset);
3701 } else {
3702 log_error("No server setting named %s exists.", name);
3703 return SERVER_SETTING_NONE;
3704 }
3705}
3706
3707/**********************************************************************/
3711{
3712 struct setting *pset = setting_by_number(id);
3713
3714 if (pset) {
3715 return setting_name(pset);
3716 } else {
3717 log_error("No server setting with the id %d exists.", id);
3718 return NULL;
3719 }
3720}
3721
3722/**********************************************************************/
3726{
3727 struct setting *pset = setting_by_number(id);
3728
3729 if (pset) {
3730 return setting_type(pset);
3731 } else {
3732 log_error("No server setting with the id %d exists.", id);
3733 return sset_type_invalid();
3734 }
3735}
3736
3737/**********************************************************************/
3741{
3742 struct setting *pset = setting_by_number(id);
3743
3744 if (pset) {
3745 return setting_bool_get(pset);
3746 } else {
3747 log_error("No server setting with the id %d exists.", id);
3748 return FALSE;
3749 }
3750}
3751
3752/**********************************************************************/
3756{
3757 struct setting *pset = setting_by_number(id);
3758
3759 if (pset) {
3760 return setting_int_get(pset);
3761 } else {
3762 log_error("No server setting with the id %d exists.", id);
3763 return 0;
3764 }
3765}
3766
3767/**********************************************************************/
3771{
3772 struct setting *pset = setting_by_number(id);
3773
3774 if (pset) {
3775 return setting_bitwise_get(pset);
3776 } else {
3777 log_error("No server setting with the id %d exists.", id);
3778 return FALSE;
3779 }
3780}
3781
3782/**********************************************************************/
3786{
3788
3789 funcs->server_setting_by_name = server_ss_by_name;
3790 funcs->server_setting_name_get = server_ss_name_get;
3791 funcs->server_setting_type_get = server_ss_type_get;
3792 funcs->server_setting_val_bool_get = server_ss_val_bool_get;
3793 funcs->server_setting_val_int_get = server_ss_val_int_get;
3794 funcs->server_setting_val_bitwise_get = server_ss_val_bitwise_get;
3795 funcs->create_extra = create_extra;
3796 funcs->destroy_extra = destroy_extra;
3797 funcs->destroy_city = remove_city;
3798 funcs->player_tile_vision_get = map_is_known_and_seen;
3799 funcs->player_tile_city_id_get = server_plr_tile_city_id_get;
3800 funcs->gui_color_free = server_gui_color_free;
3801
3802 /* Keep this function call at the end. It checks if all required functions
3803 are defined. */
3805}
3806
3807/**********************************************************************/
3810static enum known_type mapimg_server_tile_known(const struct tile *ptile,
3811 const struct player *pplayer,
3812 bool knowledge)
3813{
3814 if (knowledge && pplayer) {
3815 return tile_get_known(ptile, pplayer);
3816 }
3817
3818 return TILE_KNOWN_SEEN;
3819}
3820
3821/**********************************************************************/
3824static struct terrain
3825 *mapimg_server_tile_terrain(const struct tile *ptile,
3826 const struct player *pplayer, bool knowledge)
3827{
3828 if (knowledge && pplayer) {
3829 struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
3830 return plrtile->terrain;
3831 }
3832
3833 return tile_terrain(ptile);
3834}
3835
3836/**********************************************************************/
3839static struct player *mapimg_server_tile_owner(const struct tile *ptile,
3840 const struct player *pplayer,
3841 bool knowledge)
3842{
3843 if (knowledge && pplayer
3844 && tile_get_known(ptile, pplayer) != TILE_KNOWN_SEEN) {
3845 struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
3846 return plrtile->owner;
3847 }
3848
3849 return tile_owner(ptile);
3850}
3851
3852/**********************************************************************/
3855static struct player *mapimg_server_tile_city(const struct tile *ptile,
3856 const struct player *pplayer,
3857 bool knowledge)
3858{
3859 struct city *pcity = tile_city(ptile);
3860
3861 if (!pcity) {
3862 return NULL;
3863 }
3864
3865 if (knowledge && pplayer) {
3866 struct vision_site *pdcity = map_get_player_city(ptile, pplayer);
3867
3868 if (pdcity) {
3869 return pdcity->owner;
3870 } else {
3871 return NULL;
3872 }
3873 }
3874
3875 return city_owner(tile_city(ptile));
3876}
3877
3878/**********************************************************************/
3881static struct player *mapimg_server_tile_unit(const struct tile *ptile,
3882 const struct player *pplayer,
3883 bool knowledge)
3884{
3885 int unit_count = unit_list_size(ptile->units);
3886
3887 if (unit_count == 0) {
3888 return NULL;
3889 }
3890
3891 if (knowledge && pplayer
3892 && tile_get_known(ptile, pplayer) != TILE_KNOWN_SEEN) {
3893 return NULL;
3894 }
3895
3896 return unit_owner(unit_list_get(ptile->units, 0));
3897}
3898
3899/**********************************************************************/
3903{
3904 return playercolor_count();
3905}
3906
3907/**********************************************************************/
3911{
3912 return playercolor_get(i);
3913}
3914
3915/**********************************************************************/
3918static void save_all_map_images(void)
3919{
3920 int count = mapimg_count();
3921 int i;
3922
3923 /* Save map image(s). */
3924 for (i = 0; i < count; i++) {
3925 struct mapdef *pmapdef = mapimg_isvalid(i);
3926
3927 if (pmapdef != NULL) {
3930 } else {
3931 log_error("%s", mapimg_error());
3932 }
3933 }
3934}
3935
3936/**********************************************************************/
3939static bool world_peace_turn(void)
3940{
3941 players_iterate_alive(pplayer) {
3942 bool contact = FALSE;
3943
3945 if (pplayer != other) {
3947
3948 if (dstate->type == DS_WAR) {
3949 return FALSE;
3950 }
3951 if (dstate->type != DS_NO_CONTACT) {
3952 contact = TRUE;
3953 }
3954 }
3956
3957 if (!contact) {
3958 /* Peace only because there's nobody to show aggression against does not count. */
3959 return FALSE;
3960 }
3962
3963 return TRUE;
3964}
3965
3966/**********************************************************************/
3969static void world_peace_update(void)
3970{
3971 if (!world_peace_turn()) {
3972 /* Consecutive world peace turns begin *earliest* after this turn, overwrite older claims. */
3974 }
3975}
int achievement_index(const struct achievement *pach)
struct player * achievement_plr(struct achievement *ach, struct player_list *achievers)
const char * achievement_later_msg(struct achievement *pach)
const char * achievement_first_msg(struct achievement *pach)
#define achievements_iterate_end
#define achievements_iterate(_ach_)
void building_advisor(struct player *pplayer)
void adv_data_analyze_rulesets(struct player *pplayer)
Definition advdata.c:192
bool adv_data_phase_init(struct player *pplayer, bool is_new_phase)
Definition advdata.c:263
void adv_data_phase_done(struct player *pplayer)
Definition advdata.c:566
void adv_data_default(struct player *pplayer)
Definition advdata.c:732
bool adv_spaceship_autoplace(struct player *pplayer, struct player_spaceship *ship)
Definition advspace.c:33
const char * ai_name(const struct ai_type *ai)
Definition ai.c:335
#define ai_timer_free(...)
Definition ai.h:358
#define CALL_FUNC_EACH_AI(_func,...)
Definition ai.h:387
#define ai_timer_init(...)
Definition ai.h:357
#define CALL_PLR_AI_FUNC(_func, _player,...)
Definition ai.h:377
void ai_init(void)
Definition aiiface.c:127
const char * default_ai_type_name(void)
Definition aiiface.c:249
void ai_traits_init(struct player *pplayer)
Definition aitraits.c:33
void create_animals(void)
Definition animals.c:103
void astr_free(struct astring *astr)
Definition astring.c:148
void astr_set(struct astring *astr, const char *format,...)
Definition astring.c:251
void astr_init(struct astring *astr)
Definition astring.c:139
void astr_add(struct astring *astr, const char *format,...)
Definition astring.c:271
#define str
Definition astring.c:76
#define n
Definition astring.c:77
static const char * astr_str(const struct astring *astr) fc__attribute((nonnull(1)))
Definition astring.h:93
#define ASTRING_INIT
Definition astring.h:44
bool auth_handle_reply(struct connection *pconn, char *password)
Definition auth.c:156
void adv_workers_free(void)
Definition autoworkers.c:86
void auto_workers_player(struct player *pplayer)
void summon_barbarians(void)
Definition barbarian.c:738
#define BV_CLR_ALL(bv)
Definition bitvector.h:103
#define BV_SET(bv, bit)
Definition bitvector.h:89
#define BV_ISSET(bv, bit)
Definition bitvector.h:86
#define BV_CLR(bv, bit)
Definition bitvector.h:94
void bugreport_request(const char *reason_format,...)
Definition bugs.c:31
void game_advance_year(void)
Definition calendar.c:91
void game_next_year(struct packet_game_info *info)
Definition calendar.c:30
#define FIRST_TURN
Definition calendar.h:20
struct canvas int int int int struct sprite *sprite struct canvas struct color * pcolor
Definition canvas_g.h:56
void free_city_map_index(void)
Definition city.c:609
#define cities_iterate_end
Definition city.h:514
#define city_list_iterate(citylist, pcity)
Definition city.h:505
#define cities_iterate(pcity)
Definition city.h:509
#define city_owner(_pcity_)
Definition city.h:560
#define city_list_iterate_end
Definition city.h:507
void citymap_free(void)
Definition citymap.c:110
void package_and_send_worker_tasks(struct city *pcity)
Definition citytools.c:3627
void send_city_info(struct player *dest, struct city *pcity)
Definition citytools.c:2368
bool send_city_suppression(bool now)
Definition citytools.c:2170
void sync_cities(void)
Definition citytools.c:3354
void refresh_player_cities_vision(struct player *pplayer)
Definition citytools.c:3469
void city_map_update_all_cities_for_player(struct player *pplayer)
Definition citytools.c:3388
void remove_city(struct city *pcity)
Definition citytools.c:1713
void city_thaw_workers_queue(void)
Definition citytools.c:197
void send_player_cities(struct player *pplayer)
Definition citytools.c:2348
void send_all_known_cities(struct conn_list *dest)
Definition citytools.c:2324
bool check_city_migrations(void)
Definition cityturn.c:4258
void city_counters_refresh(struct city *pcity)
Definition cityturn.c:4638
void send_city_turn_notifications(struct connection *pconn)
Definition cityturn.c:576
void update_city_activities(struct player *pplayer)
Definition cityturn.c:602
void city_tc_effect_refresh(struct player *pplayer)
Definition cityturn.c:4659
void check_disasters(void)
Definition cityturn.c:4433
void city_refresh_queue_processing(void)
Definition cityturn.c:213
char * incite_cost
Definition comments.c:76
report_type
Definition conn_types.h:49
@ REPORT_WONDERS_OF_THE_WORLD
Definition conn_types.h:50
@ REPORT_DEMOGRAPHIC
Definition conn_types.h:53
@ REPORT_WONDERS_OF_THE_WORLD_LONG
Definition conn_types.h:51
@ REPORT_ACHIEVEMENTS
Definition conn_types.h:54
@ REPORT_TOP_CITIES
Definition conn_types.h:52
bool handle_login_request(struct connection *pconn, struct packet_server_join_req *req)
void conn_set_access(struct connection *pconn, enum cmdlevel new_level, bool granted)
Definition connecthand.c:72
void conn_list_do_unbuffer(struct conn_list *dest)
Definition connection.c:366
bool can_conn_edit(const struct connection *pconn)
Definition connection.c:511
void conn_list_compression_thaw(const struct conn_list *pconn_list)
Definition connection.c:732
void conn_list_do_buffer(struct conn_list *dest)
Definition connection.c:356
void conn_list_compression_freeze(const struct conn_list *pconn_list)
Definition connection.c:720
bool conn_controls_player(const struct connection *pconn)
Definition connection.c:745
const char * conn_description(const struct connection *pconn)
Definition connection.c:474
bool connection_send_data(struct connection *pconn, const unsigned char *data, int len)
Definition connection.c:287
#define conn_list_iterate(connlist, pconn)
Definition connection.h:108
#define conn_list_iterate_end
Definition connection.h:110
void con_log_init(const char *log_filename, enum log_level level, int fatal_assertions)
Definition console.c:150
void con_flush(void)
Definition console.c:243
void con_write(enum rfc_status rfc_status, const char *message,...)
Definition console.c:203
void con_puts(enum rfc_status rfc_status, const char *str)
Definition console.c:226
void con_log_close(void)
Definition console.c:167
@ C_FAIL
Definition console.h:45
@ C_SYNTAX
Definition console.h:47
@ C_OK
Definition console.h:41
@ C_COMMENT
Definition console.h:37
#define city_counters_iterate_end
Definition counters.h:64
#define city_counters_iterate(pcount)
Definition counters.h:57
int dio_put_uint8_raw(struct raw_data_out *dout, int value)
Definition dataio_raw.c:265
void dio_output_init(struct raw_data_out *dout, void *destination, size_t dest_size)
Definition dataio_raw.c:171
int dio_put_string_raw(struct raw_data_out *dout, const char *value)
Definition dataio_raw.c:512
int dio_put_bool32_raw(struct raw_data_out *dout, bool value)
Definition dataio_raw.c:398
int dio_put_uint16_raw(struct raw_data_out *dout, int value)
Definition dataio_raw.c:287
size_t dio_output_used(struct raw_data_out *dout)
Definition dataio_raw.c:184
void dio_output_rewind(struct raw_data_out *dout)
Definition dataio_raw.c:193
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
void set_ai_level_directer(struct player *pplayer, enum ai_level level)
Definition difficulty.c:39
void send_diplomatic_meetings(struct connection *dest)
Definition diplhand.c:885
void set_diplstate_type(struct player_diplstate *state1, struct player_diplstate *state2, enum diplstate_type type)
Definition diplhand.c:122
void free_treaties(void)
Definition diptreaty.c:348
void edithand_free(void)
Definition edithand.c:96
void edithand_init(void)
Definition edithand.c:78
int get_unit_bonus(const struct unit *punit, enum effect_type effect_type)
Definition effects.c:1066
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
Definition effects.c:824
bool extra_causes_env_upset(struct extra_type *pextra, enum environment_upset_type upset)
Definition extras.c:1030
struct player * extra_owner(const struct tile *ptile)
Definition extras.c:1128
bool can_extra_appear(const struct extra_type *pextra, const struct tile *ptile)
Definition extras.c:1136
const char * extra_rule_name(const struct extra_type *pextra)
Definition extras.c:203
const char * extra_name_translation(const struct extra_type *pextra)
Definition extras.c:194
bool can_extra_disappear(const struct extra_type *pextra, const struct tile *ptile)
Definition extras.c:1152
#define extra_type_iterate(_p)
Definition extras.h:315
#define extra_type_iterate_end
Definition extras.h:321
#define extra_type_by_rmcause_iterate_end
Definition extras.h:358
#define extra_type_by_rmcause_iterate(_rmcause, _extra)
Definition extras.h:353
#define extra_type_by_cause_iterate_end
Definition extras.h:339
#define extra_type_by_cause_iterate(_cause, _extra)
Definition extras.h:333
void cmdline_option_values_free(void)
Definition fc_cmdline.c:97
void i_am_server(void)
void libfreeciv_init(bool check_fc_interface)
void libfreeciv_free(void)
struct functions * fc_interface_funcs(void)
environment_upset_type
Definition fc_types.h:985
@ EUT_NUCLEAR_WINTER
Definition fc_types.h:987
@ EUT_GLOBAL_WARMING
Definition fc_types.h:986
int server_setting_id
Definition fc_types.h:777
int Tech_type_id
Definition fc_types.h:237
int Nation_type_id
Definition fc_types.h:240
#define MAX_NUM_PLAYER_SLOTS
Definition fc_types.h:32
#define MAX_LEN_NAME
Definition fc_types.h:67
@ VC_CULTURE
Definition fc_types.h:980
@ VC_ALLIED
Definition fc_types.h:979
@ VC_WORLDPEACE
Definition fc_types.h:981
@ O_SHIELD
Definition fc_types.h:102
@ O_FOOD
Definition fc_types.h:102
@ O_TRADE
Definition fc_types.h:102
@ BORDERS_ENABLED
Definition fc_types.h:745
@ BORDERS_DISABLED
Definition fc_types.h:744
#define IDENTITY_NUMBER_ZERO
Definition fc_types.h:93
void fcdb_free(void)
Definition fcdb.c:234
bool fcdb_init(const char *conf_file)
Definition fcdb.c:218
const char * get_internal_encoding(void)
Definition fciconv.c:182
static char void init_character_encodings(const char *my_internal_encoding, bool my_use_transliteration)
Definition fciconv.c:70
#define FC_DEFAULT_DATA_ENCODING
Definition fciconv.h:89
const char * get_locale_dir(void)
Definition fcintl.c:111
#define Q_(String)
Definition fcintl.h:70
#define bindtextdomain(Package, Directory)
Definition fcintl.h:82
#define PL_(String1, String2, n)
Definition fcintl.h:71
#define _(String)
Definition fcintl.h:67
void fc_mutex_init(fc_mutex *mutex)
void fc_mutex_destroy(fc_mutex *mutex)
const char * tile_link(const struct tile *ptile)
const struct ft_color ftc_server
const struct ft_color ftc_editor
const char * unit_tile_link(const struct unit *punit)
struct civ_game game
Definition game.c:61
bool is_player_phase(const struct player *pplayer, int phase)
Definition game.c:712
int current_turn_timeout(void)
Definition game.c:853
void game_init(bool keep_ruleset_value)
Definition game.c:445
struct world wld
Definition game.c:62
void game_free(void)
Definition game.c:476
void game_map_init(void)
Definition game.c:463
int generate_save_name(const char *format, char *buf, int buflen, const char *reason)
Definition game.c:796
#define TURNS_NEEDED_TO_RANK
Definition game.h:80
autosave_type
Definition game.h:59
@ AS_INTERRUPT
Definition game.h:63
@ AS_GAME_OVER
Definition game.h:61
@ AS_QUITIDLE
Definition game.h:62
@ AS_TIMER
Definition game.h:64
@ AS_TURN
Definition game.h:60
void send_year_to_clients(void)
Definition gamehand.c:884
int update_timeout(void)
Definition gamehand.c:988
void send_game_info(struct conn_list *dest)
Definition gamehand.c:910
void init_new_game(void)
Definition gamehand.c:454
struct unit_type * crole_to_unit_type(char crole, struct player *pplayer)
Definition gamehand.c:120
struct city * owner
Definition citydlg.c:226
GType type
Definition repodlgs.c:1313
static GHashTable * hash
Definition wldlg.c:322
static char * leader_name
Definition dialogs.c:97
static struct gui_funcs funcs
bool server_handle_packet(enum packet_type type, const void *packet, struct player *pplayer, struct connection *pconn)
Definition hand_gen.c:17
void handle_conn_pong(struct connection *pc)
Definition sernet.c:1441
void handle_diplomacy_cancel_pact(struct player *pplayer, int other_player_id, enum clause_type clause)
Definition plrhand.c:882
void adv_city_free(struct city *pcity)
Definition infracache.c:502
const char * name
Definition inputfile.c:127
#define fc_assert_msg(condition, message,...)
Definition log.h:182
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert_exit_msg(condition, message,...)
Definition log.h:212
#define log_verbose(message,...)
Definition log.h:110
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_action_msg(condition, action, message,...)
Definition log.h:202
#define log_fatal(message,...)
Definition log.h:101
#define fc_assert_action(condition, action)
Definition log.h:188
#define log_debug(message,...)
Definition log.h:116
#define log_normal(message,...)
Definition log.h:108
@ LOG_NORMAL
Definition log.h:33
#define log_error(message,...)
Definition log.h:104
#define log_testmatic(message,...)
Definition log.h:124
void main_map_free(void)
Definition map.c:599
bool startpos_nation_allowed(const struct startpos *psp, const struct nation_type *pnation)
Definition map.c:1830
int map_num_tiles(void)
Definition map.c:1152
bool startpos_allows_all(const struct startpos *psp)
Definition map.c:1843
void main_map_allocate(void)
Definition map.c:534
int map_startpos_count(void)
Definition map.c:2008
bool map_is_empty(void)
Definition map.c:148
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:364
#define iterate_outward_end
Definition map.h:368
#define map_startpos_iterate(NAME_psp)
Definition map.h:136
#define map_startpos_iterate_end
Definition map.h:139
#define whole_map_iterate(_map, _tile)
Definition map.h:573
#define whole_map_iterate_end
Definition map.h:582
@ MAPGEN_SCENARIO
Definition map_types.h:47
bool map_fractal_generate(bool autosize, struct unit_type *initial_unit)
Definition mapgen.c:1268
void generator_free(void)
void player_map_init(struct player *pplayer)
Definition maphand.c:1226
void map_set_border_vision(struct player *pplayer, const bool is_enabled)
Definition maphand.c:745
void send_map_info(struct conn_list *dest)
Definition maphand.c:653
void destroy_extra(struct tile *ptile, struct extra_type *pextra)
Definition maphand.c:2577
void disable_fog_of_war(void)
Definition maphand.c:1794
void show_map_to_all(void)
Definition maphand.c:1215
void send_all_known_tiles(struct conn_list *dest)
Definition maphand.c:442
struct vision_site * map_get_player_city(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:1372
void enable_fog_of_war(void)
Definition maphand.c:1768
void create_extra(struct tile *ptile, struct extra_type *pextra, struct player *pplayer)
Definition maphand.c:2512
void map_show_all(struct player *pplayer)
Definition maphand.c:884
void map_show_tile(struct player *src_player, struct tile *ptile)
Definition maphand.c:773
void nuclear_winter(int effect)
Definition maphand.c:117
void tile_change_side_effects(struct tile *ptile, bool refresh_city)
Definition maphand.c:2680
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:925
void map_calculate_borders(void)
Definition maphand.c:2329
void update_tile_knowledge(struct tile *ptile)
Definition maphand.c:1444
void give_shared_vision(struct player *pfrom, struct player *pto)
Definition maphand.c:1637
void global_warming(int effect)
Definition maphand.c:104
struct player_tile * map_get_player_tile(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:1387
void mapimg_free(void)
Definition mapimg.c:558
struct mapdef * mapimg_isvalid(int id)
Definition mapimg.c:1124
void mapimg_init(mapimg_tile_known_func mapimg_tile_known, mapimg_tile_terrain_func mapimg_tile_terrain, mapimg_tile_player_func mapimg_tile_owner, mapimg_tile_player_func mapimg_tile_city, mapimg_tile_player_func mapimg_tile_unit, mapimg_plrcolor_count_func mapimg_plrcolor_count, mapimg_plrcolor_get_func mapimg_plrcolor_get)
Definition mapimg.c:506
int mapimg_count(void)
Definition mapimg.c:573
bool mapimg_create(struct mapdef *pmapdef, bool force, const char *savename, const char *path)
Definition mapimg.c:1335
const char * mapimg_error(void)
Definition mapimg.c:759
void mapimg_reset(void)
Definition mapimg.c:541
void maybe_automatic_meta_message(const char *automatic)
Definition meta.c:152
char * meta_addr_port(void)
Definition meta.c:203
const char * default_meta_message_string(void)
Definition meta.c:91
bool send_server_info_to_metaserver(enum meta_flag flag)
Definition meta.c:491
bool server_open_meta(bool persistent)
Definition meta.c:464
#define DEFAULT_META_SERVER_ADDR
Definition meta.h:21
#define DEFAULT_META_SERVER_NO_SEND
Definition meta.h:20
@ META_INFO
Definition meta.h:26
@ META_REFRESH
Definition meta.h:27
void modpacks_free(void)
Definition modpack.c:62
void modpacks_init(void)
Definition modpack.c:50
static mpgui * gui
Definition mpgui_qt.cpp:52
const char * multiplier_name_translation(const struct multiplier *pmul)
Definition multipliers.c:97
bool multiplier_can_be_changed(struct multiplier *pmul, struct player *pplayer)
Multiplier_type_id multiplier_index(const struct multiplier *pmul)
Definition multipliers.c:80
#define multipliers_iterate(_mul_)
Definition multipliers.h:61
#define multipliers_iterate_end
Definition multipliers.h:67
struct nation_leader * nation_leader_by_name(const struct nation_type *pnation, const char *name)
Definition nation.c:267
bool nation_leader_is_male(const struct nation_leader *pleader)
Definition nation.c:290
const char * nation_adjective_for_player(const struct player *pplayer)
Definition nation.c:169
const char * nation_adjective_translation(const struct nation_type *pnation)
Definition nation.c:149
struct nation_type * nation_by_number(const Nation_type_id nation)
Definition nation.c:475
const struct nation_leader_list * nation_leaders(const struct nation_type *pnation)
Definition nation.c:230
struct nation_type * nation_of_player(const struct player *pplayer)
Definition nation.c:444
bool is_nation_playable(const struct nation_type *nation)
Definition nation.c:200
int nation_set_count(void)
Definition nation.c:691
bool can_conn_edit_players_nation(const struct connection *pconn, const struct player *pplayer)
Definition nation.c:1187
const char * nation_leader_name(const struct nation_leader *pleader)
Definition nation.c:281
enum barbarian_type nation_barbarian_type(const struct nation_type *nation)
Definition nation.c:211
const char * nation_plural_for_player(const struct player *pplayer)
Definition nation.c:178
struct government * init_government_of_nation(const struct nation_type *pnation)
Definition nation.c:659
struct nation_style * style_of_nation(const struct nation_type *pnation)
Definition nation.c:672
#define nation_leader_list_iterate(leaderlist, pleader)
Definition nation.h:57
#define nations_iterate_end
Definition nation.h:336
#define nations_iterate(NAME_pnation)
Definition nation.h:333
#define nation_leader_list_iterate_end
Definition nation.h:59
#define NO_NATION_SELECTED
Definition nation.h:30
void fc_init_network(void)
Definition netintf.c:198
void notify_player(const struct player *pplayer, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:291
void event_cache_remove_old(void)
Definition notify.c:602
void send_pending_events(struct connection *pconn, bool include_public)
Definition notify.c:753
void notify_conn(struct conn_list *dest, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
Definition notify.c:238
void event_cache_clear(void)
Definition notify.c:594
void event_cache_free(void)
Definition notify.c:582
void event_cache_phases_invalidate(void)
Definition notify.c:977
void event_cache_init(void)
Definition notify.c:570
void send_attribute_block(const struct player *pplayer, struct connection *pconn)
Definition packets.c:746
const char * packet_name(enum packet_type type)
Definition packets_gen.c:47
void lsend_packet_begin_turn(struct conn_list *dest)
int send_packet_end_phase(struct connection *pc)
void dlsend_packet_start_phase(struct conn_list *dest, int phase)
void lsend_packet_freeze_client(struct conn_list *dest)
void lsend_packet_end_phase(struct conn_list *dest)
void lsend_packet_achievement_info(struct conn_list *dest, const struct packet_achievement_info *packet)
void lsend_packet_end_turn(struct conn_list *dest)
void lsend_packet_thaw_client(struct conn_list *dest)
@ PACKET_SAVE_SCENARIO
@ PACKET_EDIT_MODE
@ PACKET_EDIT_GAME
@ PACKET_NATION_SELECT_REQ
@ PACKET_SERVER_JOIN_REQ
@ PACKET_REPORT_REQ
@ PACKET_CHAT_MSG_REQ
@ PACKET_CLIENT_HEARTBEAT
@ PACKET_RULESET_SELECT
@ PACKET_CLIENT_INFO
@ PACKET_SYNC_SERIAL
@ PACKET_AUTHENTICATION_REPLY
@ PACKET_SINGLE_WANT_HACK_REQ
@ PACKET_VOTE_SUBMIT
@ PACKET_PLAYER_READY
@ PACKET_CONN_PONG
struct player * player_by_number(const int player_id)
Definition player.c:849
bool players_on_same_team(const struct player *pplayer1, const struct player *pplayer2)
Definition player.c:1480
int player_count(void)
Definition player.c:817
int player_slot_count(void)
Definition player.c:418
int player_number(const struct player *pplayer)
Definition player.c:837
const char * player_name(const struct player *pplayer)
Definition player.c:895
struct player * player_by_name(const char *name)
Definition player.c:881
int player_index(const struct player *pplayer)
Definition player.c:829
struct player * player_by_user(const char *name)
Definition player.c:940
bool player_set_nation(struct player *pplayer, struct nation_type *pnation)
Definition player.c:861
struct player_diplstate * player_diplstate_get(const struct player *plr1, const struct player *plr2)
Definition player.c:324
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1409
#define players_iterate_end
Definition player.h:542
#define players_iterate(_pplayer)
Definition player.h:537
#define player_list_iterate(playerlist, pplayer)
Definition player.h:560
#define ANON_USER_NAME
Definition player.h:48
static bool is_barbarian(const struct player *pplayer)
Definition player.h:491
#define is_ai(plr)
Definition player.h:232
#define player_list_iterate_end
Definition player.h:562
#define players_iterate_alive_end
Definition player.h:552
#define set_as_ai(plr)
Definition player.h:234
#define ANON_PLAYER_NAME
Definition player.h:43
#define is_human(plr)
Definition player.h:231
#define players_iterate_alive(_pplayer)
Definition player.h:547
void server_player_set_name(struct player *pplayer, const char *name)
Definition plrhand.c:2270
void send_player_all_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1131
struct player * server_create_player(int player_id, const char *ai_tname, struct rgbcolor *prgbcolor, bool allow_ai_type_fallbacking)
Definition plrhand.c:1896
void player_status_add(struct player *plr, enum player_status pstatus)
Definition plrhand.c:3220
int normal_player_count(void)
Definition plrhand.c:3212
void playercolor_free(void)
Definition plrhand.c:3351
void player_limit_to_max_rates(struct player *pplayer)
Definition plrhand.c:2059
bool server_player_set_name_full(const struct connection *caller, struct player *pplayer, const struct nation_type *pnation, const char *name, char *error_buf, size_t error_buf_len)
Definition plrhand.c:2170
struct nation_type * pick_a_nation(const struct nation_list *choices, bool ignore_conflicts, bool needs_startpos, enum barbarian_type barb_type)
Definition plrhand.c:2461
void playercolor_init(void)
Definition plrhand.c:3341
void kill_player(struct player *pplayer)
Definition plrhand.c:125
void send_player_info_c(struct player *src, struct conn_list *dest)
Definition plrhand.c:1148
void update_national_activities(struct player *pplayer, int old_gold)
Definition plrhand.c:3481
bool player_status_check(struct player *plr, enum player_status pstatus)
Definition plrhand.c:3228
struct rgbcolor * playercolor_get(int id)
Definition plrhand.c:3380
int playercolor_count(void)
Definition plrhand.c:3390
void shuffle_players(void)
Definition plrhand.c:2386
void server_remove_player(struct player *pplayer)
Definition plrhand.c:1945
void government_change(struct player *pplayer, struct government *gov, bool revolution_finished)
Definition plrhand.c:336
void server_player_init(struct player *pplayer, bool initmap, bool needs_team)
Definition plrhand.c:1620
void make_contact(struct player *pplayer1, struct player *pplayer2, struct tile *ptile)
Definition plrhand.c:2305
void update_capital(struct player *pplayer)
Definition plrhand.c:731
void assign_player_colors(void)
Definition plrhand.c:1736
bool client_can_pick_nation(const struct nation_type *pnation)
Definition plrhand.c:2622
bool nation_is_in_current_set(const struct nation_type *pnation)
Definition plrhand.c:2598
void enter_war(struct player *pplayer, struct player *pplayer2)
Definition plrhand.c:848
void update_revolution(struct player *pplayer)
Definition plrhand.c:672
#define alive_phase_players_iterate(pplayer)
Definition plrhand.h:123
#define alive_phase_players_iterate_end
Definition plrhand.h:128
#define phase_players_iterate(pplayer)
Definition plrhand.h:113
#define allowed_nations_iterate(pnation)
Definition plrhand.h:69
#define allowed_nations_iterate_end
Definition plrhand.h:73
#define phase_players_iterate_end
Definition plrhand.h:118
bool fc_rand_is_init(void)
Definition rand.c:200
void fc_srand(RANDOM_TYPE seed)
Definition rand.c:161
void test_random1(int n)
Definition rand.c:253
void fc_rand_uninit(void)
Definition rand.c:192
#define fc_rand(_size)
Definition rand.h:56
randseed generate_game_seed(void)
Definition randseed.c:192
void registry_module_init(void)
Definition registry.c:31
void registry_module_close(void)
Definition registry.c:41
void report_final_scores(struct conn_list *dest)
Definition report.c:1724
void report_wonders_of_the_world(struct conn_list *dest)
Definition report.c:604
void report_demographics(struct connection *pconn)
Definition report.c:1205
void report_wonders_of_the_world_long(struct conn_list *dest)
Definition report.c:493
void make_history_report(void)
Definition report.c:1702
void log_civ_score_free(void)
Definition report.c:1514
void report_top_cities(struct conn_list *dest)
Definition report.c:410
void report_achievements(struct connection *pconn)
Definition report.c:1269
void log_civ_score_now(void)
Definition report.c:1544
struct research * research_get(const struct player *pplayer)
Definition research.c:128
Tech_type_id research_goal_step(const struct research *presearch, Tech_type_id goal)
Definition research.c:720
#define researches_iterate(_presearch)
Definition research.h:155
#define researches_iterate_end
Definition research.h:158
void rulesets_deinit(void)
Definition ruleload.c:9323
bool load_rulesets(const char *restore, const char *alt, bool compat_mode, rs_conversion_logger logger, bool act, bool buffer_script, bool load_luadata)
Definition ruleload.c:9243
#define sanity_check()
Definition sanitycheck.h:43
void save_system_close(void)
Definition savemain.c:329
void save_game(const char *orig_filename, const char *save_reason, bool scenario)
Definition savemain.c:143
void calc_civ_score(struct player *pplayer)
Definition score.c:251
void rank_users(bool interrupt)
Definition score.c:417
int total_player_citizens(const struct player *pplayer)
Definition score.c:382
bool script_fcdb_call(const char *func_name,...)
void script_server_signal_emit(const char *signal_name,...)
int server_open_socket(void)
Definition sernet.c:1133
void flush_packets(void)
Definition sernet.c:376
void init_connections(void)
Definition sernet.c:1362
enum server_events server_sniff_all_input(void)
Definition sernet.c:522
void readline_atexit(void)
Definition sernet.c:204
void close_connections_and_socket(void)
Definition sernet.c:255
@ S_E_OTHERWISE
Definition sernet.h:30
@ S_E_FORCE_END_OF_SNIFF
Definition sernet.h:31
#define SERVER_SETTING_NONE
void settings_init(bool act)
Definition settings.c:5212
int setting_int_get(struct setting *pset)
Definition settings.c:3788
struct setting * setting_by_name(const char *name)
Definition settings.c:3309
const char * setting_value_name(const struct setting *pset, bool pretty, char *buf, size_t buf_len)
Definition settings.c:4267
int setting_number(const struct setting *pset)
Definition settings.c:3324
struct setting * setting_by_number(int id)
Definition settings.c:3301
enum sset_type setting_type(const struct setting *pset)
Definition settings.c:3362
void settings_free(void)
Definition settings.c:5245
struct setting_list * level[OLEVELS_NUM]
Definition settings.c:190
void settings_game_start(void)
Definition settings.c:4812
bool setting_enum_set(struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
Definition settings.c:4022
const char * setting_name(const struct setting *pset)
Definition settings.c:3333
int setting_bitwise_get(struct setting *pset)
Definition settings.c:4257
bool setting_bool_get(struct setting *pset)
Definition settings.c:3676
void send_server_settings(struct conn_list *dest)
Definition settings.c:5385
const char * fileinfoname(const struct strvec *dirs, const char *filename)
Definition shared.c:1094
const struct strvec * get_data_dirs(void)
Definition shared.c:886
#define MAX_UINT32
Definition shared.h:81
#define ARRAY_SIZE(x)
Definition shared.h:85
#define MIN(x, y)
Definition shared.h:55
#define MAX(x, y)
Definition shared.h:54
int rank_spaceship_arrival(struct player **result)
Definition spacerace.c:460
double spaceship_arrival(const struct player *pplayer)
Definition spacerace.c:446
void send_spaceship_info(struct player *src, struct conn_list *dest)
Definition spacerace.c:129
void spaceship_arrived(struct player *pplayer)
Definition spacerace.c:420
size_t size
Definition specvec.h:72
void timing_log_init(void)
Definition srv_log.c:218
void timing_log_free(void)
Definition srv_log.c:236
static void srv_prepare(void)
Definition srv_main.c:3109
static struct player * mapimg_server_tile_owner(const struct tile *ptile, const struct player *pplayer, bool knowledge)
Definition srv_main.c:3839
static void server_gui_color_free(struct color *pcolor)
Definition srv_main.c:3672
void server_game_init(bool keep_ruleset_value)
Definition srv_main.c:3537
static struct terrain * mapimg_server_tile_terrain(const struct tile *ptile, const struct player *pplayer, bool knowledge)
Definition srv_main.c:3825
static void save_all_map_images(void)
Definition srv_main.c:3918
static struct player * mapimg_server_tile_city(const struct tile *ptile, const struct player *pplayer, bool knowledge)
Definition srv_main.c:3855
static void update_diplomatics(void)
Definition srv_main.c:950
static struct player * mapimg_server_tile_unit(const struct tile *ptile, const struct player *pplayer, bool knowledge)
Definition srv_main.c:3881
void handle_nation_select_req(struct connection *pc, int player_no, Nation_type_id nation_no, bool is_male, const char *name, int style)
Definition srv_main.c:2410
static void do_have_contacts_effect(void)
Definition srv_main.c:785
static void ai_start_phase(void)
Definition srv_main.c:1138
static struct timer * eot_timer
Definition srv_main.c:201
const char * pick_random_player_name(const struct nation_type *pnation)
Definition srv_main.c:2884
void identity_number_release(int id)
Definition srv_main.c:2066
void player_nation_defaults(struct player *pplayer, struct nation_type *pnation, bool set_name)
Definition srv_main.c:2661
static void handle_observer_ready(struct connection *pconn)
Definition srv_main.c:2476
bv_id identity_numbers_used
Definition srv_main.c:195
static void world_peace_update(void)
Definition srv_main.c:3969
void handle_report_req(struct connection *pconn, enum report_type type)
Definition srv_main.c:2027
static void generate_players(void)
Definition srv_main.c:2712
bool force_end_of_sniff
Definition srv_main.c:193
static void do_reveal_effects(void)
Definition srv_main.c:762
static int mapimg_server_plrcolor_count(void)
Definition srv_main.c:3902
void start_game(void)
Definition srv_main.c:1917
void handle_client_info(struct connection *pc, enum gui_type gui, int emerg_version, const char *distribution)
Definition srv_main.c:315
void handle_player_ready(struct player *requestor, int player_no, bool is_ready)
Definition srv_main.c:2492
const char * aifill(int amount)
Definition srv_main.c:2546
static bool identity_number_is_used(int id)
Definition srv_main.c:2082
static void end_phase(void)
Definition srv_main.c:1438
static enum server_states civserver_state
Definition srv_main.c:187
static void begin_turn(bool is_new_turn)
Definition srv_main.c:1153
static void end_turn(void)
Definition srv_main.c:1604
void save_game_auto(const char *save_reason, enum autosave_type type)
Definition srv_main.c:1876
static struct rgbcolor * mapimg_server_plrcolor_get(int i)
Definition srv_main.c:3910
void set_server_state(enum server_states newstate)
Definition srv_main.c:346
static int increment_identity_number(void)
Definition srv_main.c:2090
const char * server_ss_name_get(server_setting_id id)
Definition srv_main.c:3710
static bool world_peace_turn(void)
Definition srv_main.c:3939
static void begin_phase(bool is_new_phase)
Definition srv_main.c:1260
static void update_environmental_upset(enum environment_upset_type type, int *current, int *accum, int *level, int percent, void(*upset_action_fn)(int))
Definition srv_main.c:829
static void kill_dying_players(void)
Definition srv_main.c:1112
bool game_was_started(void)
Definition srv_main.c:354
static void srv_scores(void)
Definition srv_main.c:3209
#define startpos_hash_iterate(hash, psp, c)
Definition srv_main.c:2644
void identity_number_reserve(int id)
Definition srv_main.c:2074
struct server_arguments srvarg
Definition srv_main.c:181
static void srv_ready(void)
Definition srv_main.c:3267
static void srv_running(void)
Definition srv_main.c:2930
static void final_ruleset_adjustments(void)
Definition srv_main.c:3241
#define startpos_hash_iterate_end
Definition srv_main.c:2646
static int server_plr_tile_city_id_get(const struct tile *ptile, const struct player *pplayer)
Definition srv_main.c:3683
static bool is_client_edit_packet(int type)
Definition srv_main.c:2122
void fc__noreturn srv_main(void)
Definition srv_main.c:3606
static void notify_illegal_armistice_units(struct player *phost, struct player *pguest, int turns_left)
Definition srv_main.c:867
bool server_ss_val_bool_get(server_setting_id id)
Definition srv_main.c:3740
static void remove_illegal_armistice_units(struct player *plr1, struct player *plr2)
Definition srv_main.c:911
int identity_number(void)
Definition srv_main.c:2100
server_setting_id server_ss_by_name(const char *name)
Definition srv_main.c:3695
void check_for_full_turn_done(void)
Definition srv_main.c:2296
static void player_set_nation_full(struct player *pplayer, struct nation_type *pnation)
Definition srv_main.c:2651
static void announce_player(struct player *pplayer)
Definition srv_main.c:2912
void srv_init(void)
Definition srv_main.c:232
bool server_packet_input(struct connection *pconn, void *packet, int type)
Definition srv_main.c:2131
static void fc_interface_init_server(void)
Definition srv_main.c:3785
int server_ss_val_int_get(server_setting_id id)
Definition srv_main.c:3755
static struct timer * between_turns
Definition srv_main.c:203
unsigned int server_ss_val_bitwise_get(server_setting_id id)
Definition srv_main.c:3770
static bool has_been_srv_init
Definition srv_main.c:198
void send_all_info(struct conn_list *dest)
Definition srv_main.c:730
void init_game_seed(void)
Definition srv_main.c:208
void fc__noreturn server_quit(void)
Definition srv_main.c:1954
void update_nations_with_startpos(void)
Definition srv_main.c:2351
enum sset_type server_ss_type_get(server_setting_id id)
Definition srv_main.c:3725
bool check_for_game_over(void)
Definition srv_main.c:368
static enum known_type mapimg_server_tile_known(const struct tile *ptile, const struct player *pplayer, bool knowledge)
Definition srv_main.c:3810
static void do_border_vision_effect(void)
Definition srv_main.c:802
enum server_states server_state(void)
Definition srv_main.c:338
void server_game_free(void)
Definition srv_main.c:3561
#define IDENTITY_NUMBER_SIZE
Definition srv_main.h:71
#define IDENTITY_NUMBER_SKIP
Definition srv_main.h:85
void signal_timer_free(void)
Definition srv_signal.c:149
void set_running_game_access_level(void)
Definition stdinhand.c:1630
void stdinhand_init(void)
Definition stdinhand.c:246
void set_ai_level_direct(struct player *pplayer, enum ai_level level)
Definition stdinhand.c:2000
bool read_init_script(struct connection *caller, const char *script_filename, bool from_cmdline, bool check)
Definition stdinhand.c:1167
void stdinhand_free(void)
Definition stdinhand.c:258
bool load_command(struct connection *caller, const char *filename, bool check, bool cmdline_load)
Definition stdinhand.c:3786
bool start_command(struct connection *caller, bool check, bool notify)
Definition stdinhand.c:6113
void toggle_ai_player_direct(struct connection *caller, struct player *pplayer)
Definition stdinhand.c:700
Definition city.h:317
int num_phases
Definition game.h:176
void(* unit_deallocate)(int unit_id)
Definition game.h:309
int world_peace_start
Definition game.h:245
struct civ_game::@32::@36::@41 mutexes
char start_units[MAX_LEN_STARTUNIT]
Definition game.h:196
int save_nturns
Definition game.h:190
float turn_change_time
Definition game.h:225
bool fixedlength
Definition game.h:153
struct packet_ruleset_control control
Definition game.h:83
bool fogofwar_old
Definition game.h:241
int end_turn
Definition game.h:151
fc_mutex city_list
Definition game.h:278
struct conn_list * est_connections
Definition game.h:97
struct civ_game::@34 callbacks
struct packet_game_info info
Definition game.h:89
unsigned autosaves
Definition game.h:192
struct timer * save_timer
Definition game.h:224
bool endspaceship
Definition game.h:152
char rulesetdir[MAX_LEN_NAME]
Definition game.h:246
int start_year
Definition game.h:198
bool migration
Definition game.h:171
int additional_phase_seconds
Definition game.h:219
randseed seed
Definition game.h:234
int dbid
Definition game.h:255
struct packet_scenario_info scenario
Definition game.h:87
struct conn_list * web_client_connections
Definition game.h:99
randseed seed_setting
Definition game.h:233
struct timer * phase_timer
Definition game.h:218
int nuclear_winter_percent
Definition game.h:239
unsigned revealmap
Definition game.h:184
char orig_game_version[MAX_LEN_NAME]
Definition game.h:228
char save_name[MAX_LEN_NAME]
Definition game.h:227
struct civ_game::@32::@36 server
struct packet_timeout_info tinfo
Definition game.h:91
int phase_mode_stored
Definition game.h:223
int max_players
Definition game.h:163
bool auto_ai_toggle
Definition game.h:137
int global_warming_percent
Definition game.h:237
struct government * government_during_revolution
Definition game.h:94
bool turnblock
Definition game.h:204
bool have_resources
Definition map_types.h:121
randseed seed_setting
Definition map_types.h:104
struct civ_map::@44::@46 server
enum map_generator generator
Definition map_types.h:111
Definition colors.h:21
struct government * init_government
Definition nation.h:124
enum borders_mode borders
enum ai_level skill_level
enum phase_mode_type phase_mode
enum ai_level skill_level
Definition player.h:116
char contact_turns_left
Definition player.h:204
int auto_cancel_turn
Definition player.h:206
int first_contact_turn
Definition player.h:201
enum diplstate_type type
Definition player.h:199
char has_reason_to_cancel
Definition player.h:203
int culture
Definition player.h:109
bool random_name
Definition player.h:295
struct player_ai ai_common
Definition player.h:288
bool is_male
Definition player.h:257
char username[MAX_LEN_NAME]
Definition player.h:252
bool is_winner
Definition player.h:269
bool is_connected
Definition player.h:296
int nturns_idle
Definition player.h:265
struct connection * current_conn
Definition player.h:297
struct team * team
Definition player.h:261
bool was_created
Definition player.h:294
const struct ai_type * ai
Definition player.h:289
struct unit_list * units
Definition player.h:282
bool is_alive
Definition player.h:268
struct player_score score
Definition player.h:283
struct nation_type * nation
Definition player.h:260
struct nation_style * style
Definition player.h:279
bool is_ready
Definition player.h:262
bool unassigned_user
Definition player.h:253
int free_bulbs
Definition research.h:67
bool metaconnection_persistent
Definition srv_main.h:30
char * bind_addr
Definition srv_main.h:34
enum log_level loglevel
Definition srv_main.h:40
char metaserver_addr[256]
Definition srv_main.h:29
char * scenarios_pathname
Definition srv_main.h:47
char load_filename[512]
Definition srv_main.h:44
char * fcdb_conf
Definition srv_main.h:56
bool auth_allow_guests
Definition srv_main.h:58
char * saves_pathname
Definition srv_main.h:46
char * log_filename
Definition srv_main.h:42
char * ranklog_filename
Definition srv_main.h:43
bool metaserver_no_send
Definition srv_main.h:28
char * bind_meta_addr
Definition srv_main.h:38
bool auth_allow_newusers
Definition srv_main.h:59
char * script_filename
Definition srv_main.h:45
char serverid[256]
Definition srv_main.h:49
char identity_name[256]
Definition srv_main.h:31
char *const value
Definition settings.c:147
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
Definition timing.c:81
Definition unit.h:140
enum unit_activity activity
Definition unit.h:159
struct vision * vision
Definition unit.h:247
struct unit::@84::@87 server
struct tile * tile
Definition unit.h:142
v_radius_t radius_sq
Definition vision.h:91
struct civ_map map
struct nation_style * style_by_number(int id)
Definition style.c:88
int fc_snprintf(char *str, size_t n, const char *format,...)
Definition support.c:960
#define sz_strlcpy(dest, src)
Definition support.h:195
#define fc__noreturn
Definition support.h:125
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
int team_count(void)
Definition team.c:375
const char * team_name_translation(const struct team *pteam)
Definition team.c:420
const struct player_list * team_members(const struct team *pteam)
Definition team.c:456
#define teams_iterate_end
Definition team.h:87
#define teams_iterate(_pteam)
Definition team.h:82
#define A_UNSET
Definition tech.h:48
void init_tech(struct research *research, bool update)
Definition techtools.c:1094
void choose_tech(struct research *research, Tech_type_id tech)
Definition techtools.c:1005
void send_research_info(const struct research *presearch, const struct conn_list *dest)
Definition techtools.c:293
void choose_random_tech(struct research *research)
Definition techtools.c:990
void give_initial_techs(struct research *presearch, int num_random_techs)
Definition techtools.c:1188
void do_tech_parasite_effects(struct player *pplayer)
Definition techtools.c:143
void update_bulbs(struct player *pplayer, int bulbs, bool check_tech, bool free_bulbs)
Definition techtools.c:654
#define terrain_has_flag(terr, flag)
Definition terrain.h:177
bool tile_extra_apply(struct tile *ptile, struct extra_type *tgt)
Definition tile.c:575
bool tile_is_seen(const struct tile *target_tile, const struct player *pow_player)
Definition tile.c:407
bool tile_extra_rm_apply(struct tile *ptile, struct extra_type *tgt)
Definition tile.c:601
enum known_type tile_get_known(const struct tile *ptile, const struct player *pplayer)
Definition tile.c:392
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_worked(_tile)
Definition tile.h:119
known_type
Definition tile.h:35
@ TILE_KNOWN_SEEN
Definition tile.h:38
#define tile_terrain(_tile)
Definition tile.h:115
#define tile_has_extra(ptile, pextra)
Definition tile.h:152
#define tile_owner(_tile)
Definition tile.h:97
void timer_clear(struct timer *t)
Definition timing.c:252
void timer_destroy(struct timer *t)
Definition timing.c:208
void timer_start(struct timer *t)
Definition timing.c:263
struct timer * timer_new(enum timer_timetype type, enum timer_use use, const char *name)
Definition timing.c:160
double timer_read_seconds(struct timer *t)
Definition timing.c:379
struct timer * timer_renew(struct timer *t, enum timer_timetype type, enum timer_use use, const char *name)
Definition timing.c:180
@ TIMER_ACTIVE
Definition timing.h:46
@ TIMER_CPU
Definition timing.h:41
@ TIMER_USER
Definition timing.h:42
static int best_value(const void *a, const void *b)
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2744
bool is_enter_borders_unit(const struct unit *punit)
Definition unit.c:350
#define unit_tile(_pu)
Definition unit.h:407
#define unit_owner(_pu)
Definition unit.h:406
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
void update_unit_activities(struct player *pplayer)
Definition unittools.c:671
void random_movements(struct player *pplayer)
Definition unittools.c:5109
void finalize_unit_phase_beginning(struct player *pplayer)
Definition unittools.c:703
void execute_unit_orders(struct player *pplayer)
Definition unittools.c:681
void do_explore(struct unit *punit)
Definition unittools.c:3104
void wipe_unit(struct unit *punit, enum unit_loss_reason reason, struct player *killer)
Definition unittools.c:2144
void unit_tc_effect_refresh(struct player *pplayer)
Definition unittools.c:693
void player_restore_units(struct player *pplayer)
Definition unittools.c:482
bool unit_can_be_retired(struct unit *punit)
Definition unittools.c:5092
void send_all_known_units(struct conn_list *dest)
Definition unittools.c:2926
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2257
const char * unstable_message(void)
Definition version.c:160
const char * freeciv_datafile_version(void)
Definition version.c:186
bool victory_enabled(enum victory_condition_type victory)
Definition victory.c:26
void vision_free(struct vision *vision)
Definition vision.c:50
#define vision_layer_iterate(v)
Definition vision.h:76
#define vision_layer_iterate_end
Definition vision.h:79
void send_updated_vote_totals(struct conn_list *dest)
Definition voting.c:866
void voting_turn(void)
Definition voting.c:718
void clear_all_votes(void)
Definition voting.c:219
void voting_init(void)
Definition voting.c:707
void voting_free(void)
Definition voting.c:734
#define MAP_NATIVE_WIDTH
#define MAP_NATIVE_HEIGHT