#ifndef SERVER_PROTOCOLHANDLER_H #define SERVER_PROTOCOLHANDLER_H #include #include #include "server.h" #include "protocol.h" #include "pb/response.pb.h" #include "pb/server_message.pb.h" class Server_Player; class Server_Card; class ServerInfo_User; class Server_Room; class QTimer; class Message; class ServerMessage; class Response; class SessionEvent; class GameEventContainer; class RoomEvent; class CommandContainer; class Command_Ping; class Command_Login; class Command_Message; class Command_ListUsers; class Command_GetGamesOfUser; class Command_GetUserInfo; class Command_AddToList; class Command_RemoveFromList; class Command_DeckList; class Command_DeckNewDir; class Command_DeckDelDir; class Command_DeckDel; class Command_DeckDownload; class Command_DeckUpload; class Command_ListRooms; class Command_JoinRoom; class Command_LeaveRoom; class Command_RoomSay; class Command_CreateGame; class Command_JoinGame; class Command_KickFromGame; class Command_LeaveGame; class Command_GameSay; class Command_Shuffle; class Command_Mulligan; class Command_RollDie; class Command_DrawCards; class Command_UndoDraw; class Command_FlipCard; class Command_AttachCard; class Command_CreateToken; class Command_CreateArrow; class Command_DeleteArrow; class Command_SetCardAttr; class Command_SetCardCounter; class Command_IncCardCounter; class Command_ReadyStart; class Command_Concede; class Command_IncCounter; class Command_CreateCounter; class Command_SetCounter; class Command_DelCounter; class Command_NextTurn; class Command_SetActivePhase; class Command_DumpZone; class Command_StopDumpZone; class Command_RevealCards; class Command_MoveCard; class Command_SetSideboardPlan; class Command_DeckSelect; class Command_BanFromServer; class Command_UpdateServerMessage; class Command_ShutdownServer; class Server_ProtocolHandler : public QObject { Q_OBJECT protected: Server *server; QMap > games; QMap rooms; Server *getServer() const { return server; } QPair getGame(int gameId) const; AuthenticationResult authState; bool acceptsUserListChanges; bool acceptsRoomListChanges; ServerInfo_User *userInfo; QMap buddyList, ignoreList; void prepareDestroy(); virtual bool getCompressionSupport() const = 0; int sessionId; private: QString thisUserName; QList messageSizeOverTime, messageCountOverTime; int timeRunning, lastDataReceived; QTimer *pingClock; virtual void transmitProtocolItem(const ServerMessage &item) = 0; virtual DeckList *getDeckFromDatabase(int deckId) = 0; Response::ResponseCode cmdPing(const Command_Ping &cmd, ResponseContainer &rc); Response::ResponseCode cmdLogin(const Command_Login &cmd, ResponseContainer &rc); Response::ResponseCode cmdMessage(const Command_Message &cmd, ResponseContainer &rc); virtual Response::ResponseCode cmdAddToList(const Command_AddToList &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdRemoveFromList(const Command_RemoveFromList &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdDeckList(const Command_DeckList &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdDeckNewDir(const Command_DeckNewDir &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdDeckDelDir(const Command_DeckDelDir &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdDeckDel(const Command_DeckDel &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdDeckUpload(const Command_DeckUpload &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdDeckDownload(const Command_DeckDownload &cmd, ResponseContainer &rc) = 0; Response::ResponseCode cmdGetGamesOfUser(const Command_GetGamesOfUser &cmd, ResponseContainer &rc); Response::ResponseCode cmdGetUserInfo(const Command_GetUserInfo &cmd, ResponseContainer &rc); Response::ResponseCode cmdListRooms(const Command_ListRooms &cmd, ResponseContainer &rc); Response::ResponseCode cmdJoinRoom(const Command_JoinRoom &cmd, ResponseContainer &rc); Response::ResponseCode cmdListUsers(const Command_ListUsers &cmd, ResponseContainer &rc); Response::ResponseCode cmdLeaveRoom(const Command_LeaveRoom &cmd, Server_Room *room, ResponseContainer &rc); Response::ResponseCode cmdRoomSay(const Command_RoomSay &cmd, Server_Room *room, ResponseContainer &rc); Response::ResponseCode cmdCreateGame(const Command_CreateGame &cmd, Server_Room *room, ResponseContainer &rc); Response::ResponseCode cmdJoinGame(const Command_JoinGame &cmd, Server_Room *room, ResponseContainer &rc); Response::ResponseCode cmdLeaveGame(const Command_LeaveGame &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdKickFromGame(const Command_KickFromGame &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdConcede(const Command_Concede &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdReadyStart(const Command_ReadyStart &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdDeckSelect(const Command_DeckSelect &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdSetSideboardPlan(const Command_SetSideboardPlan &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdGameSay(const Command_GameSay &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdShuffle(const Command_Shuffle &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdMulligan(const Command_Mulligan &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdRollDie(const Command_RollDie &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdDrawCards(const Command_DrawCards &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdUndoDraw(const Command_UndoDraw &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdMoveCard(const Command_MoveCard &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdFlipCard(const Command_FlipCard &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdAttachCard(const Command_AttachCard &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdCreateToken(const Command_CreateToken &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdCreateArrow(const Command_CreateArrow &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdDeleteArrow(const Command_DeleteArrow &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdSetCardAttr(const Command_SetCardAttr &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdSetCardCounter(const Command_SetCardCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdIncCardCounter(const Command_IncCardCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdIncCounter(const Command_IncCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdCreateCounter(const Command_CreateCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdSetCounter(const Command_SetCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdDelCounter(const Command_DelCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdNextTurn(const Command_NextTurn &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdSetActivePhase(const Command_SetActivePhase &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdDumpZone(const Command_DumpZone &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdStopDumpZone(const Command_StopDumpZone &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); Response::ResponseCode cmdRevealCards(const Command_RevealCards &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges); virtual Response::ResponseCode cmdBanFromServer(const Command_BanFromServer &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdShutdownServer(const Command_ShutdownServer &cmd, ResponseContainer &rc) = 0; virtual Response::ResponseCode cmdUpdateServerMessage(const Command_UpdateServerMessage &cmd, ResponseContainer &rc) = 0; Response::ResponseCode processSessionCommandContainer(const CommandContainer &cont, ResponseContainer &rc); Response::ResponseCode processRoomCommandContainer(const CommandContainer &cont, ResponseContainer &rc); Response::ResponseCode processGameCommandContainer(const CommandContainer &cont, ResponseContainer &rc); Response::ResponseCode processModeratorCommandContainer(const CommandContainer &cont, ResponseContainer &rc); Response::ResponseCode processAdminCommandContainer(const CommandContainer &cont, ResponseContainer &rc); private slots: void pingClockTimeout(); public: QMutex gameListMutex; Server_ProtocolHandler(Server *_server, QObject *parent = 0); ~Server_ProtocolHandler(); void playerRemovedFromGame(Server_Game *game); bool getAcceptsUserListChanges() const { return acceptsUserListChanges; } bool getAcceptsRoomListChanges() const { return acceptsRoomListChanges; } ServerInfo_User *getUserInfo() const { return userInfo; } ServerInfo_User copyUserInfo(bool complete, bool moderatorInfo = false) const; const QString &getUserName() const { return thisUserName; } virtual QString getAddress() const = 0; void setUserInfo(ServerInfo_User *_userInfo) { userInfo = _userInfo; } const QMap &getBuddyList() const { return buddyList; } const QMap &getIgnoreList() const { return ignoreList; } int getSessionId() const { return sessionId; } void setSessionId(int _sessionId) { sessionId = _sessionId; } int getLastCommandTime() const { return timeRunning - lastDataReceived; } void processCommandContainer(const CommandContainer &cont); void sendProtocolItem(const Response &item); void sendProtocolItem(const SessionEvent &item); void sendProtocolItem(const GameEventContainer &item); void sendProtocolItem(const RoomEvent &item); void sendProtocolItem(ServerMessage::MessageType type, const ::google::protobuf::Message &item); SessionEvent *prepareSessionEvent(const ::google::protobuf::Message &sessionEvent); }; #endif