/*************************************************************************** * Copyright (C) 2008 by Max-Wilhelm Bruker * * brukie@laptop * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/ #include "server.h" #include "server_game.h" #include "server_player.h" #include "server_counter.h" #include "server_room.h" #include "server_protocolhandler.h" #include "server_remoteuserinterface.h" #include "server_metatypes.h" #include "pb/event_user_joined.pb.h" #include "pb/event_user_left.pb.h" #include "pb/event_list_rooms.pb.h" #include "pb/session_event.pb.h" #include "pb/isl_message.pb.h" #include #include Server::Server(QObject *parent) : QObject(parent), nextGameId(0), nextReplayId(0), clientsLock(QReadWriteLock::Recursive) { qRegisterMetaType("ServerInfo_Game"); qRegisterMetaType("ServerInfo_Room"); qRegisterMetaType("ServerInfo_User"); qRegisterMetaType("CommandContainer"); qRegisterMetaType("Response"); qRegisterMetaType("GameEventContainer"); qRegisterMetaType("IslMessage"); qRegisterMetaType("Command_JoinGame"); connect(this, SIGNAL(sigSendIslMessage(IslMessage, int)), this, SLOT(doSendIslMessage(IslMessage, int)), Qt::QueuedConnection); } Server::~Server() { } void Server::prepareDestroy() { clientsLock.lockForWrite(); while (!clients.isEmpty()) clients.first()->prepareDestroy(); clientsLock.unlock(); roomsLock.lockForWrite(); QMapIterator roomIterator(rooms); while (roomIterator.hasNext()) delete roomIterator.next().value(); rooms.clear(); roomsLock.unlock(); } AuthenticationResult Server::loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reasonStr, int &secondsLeft) { if (name.size() > 35) name = name.left(35); QWriteLocker locker(&clientsLock); AuthenticationResult authState = checkUserPassword(session, name, password, reasonStr, secondsLeft); if ((authState == NotLoggedIn) || (authState == UserIsBanned)) return authState; ServerInfo_User data = getUserData(name, true); data.set_address(session->getAddress().toStdString()); name = QString::fromStdString(data.name()); // Compensate for case indifference lockSessionTables(); if (authState == PasswordRight) { if (users.contains(name) || userSessionExists(name)) { qDebug("Login denied: would overwrite old session"); unlockSessionTables(); return WouldOverwriteOldSession; } } else if (authState == UnknownUser) { // Change user name so that no two users have the same names, // don't interfere with registered user names though. QString tempName = name; int i = 0; while (users.contains(tempName) || userExists(tempName) || userSessionExists(tempName)) tempName = name + "_" + QString::number(++i); name = tempName; data.set_name(name.toStdString()); } users.insert(name, session); qDebug() << "Server::loginUser: name=" << name; data.set_session_id(startSession(name, session->getAddress())); unlockSessionTables(); usersBySessionId.insert(data.session_id(), session); qDebug() << "session id:" << data.session_id(); session->setUserInfo(data); Event_UserJoined event; event.mutable_user_info()->CopyFrom(session->copyUserInfo(false)); SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event); for (int i = 0; i < clients.size(); ++i) if (clients[i]->getAcceptsUserListChanges()) clients[i]->sendProtocolItem(*se); delete se; event.mutable_user_info()->CopyFrom(session->copyUserInfo(true, true)); locker.unlock(); se = Server_ProtocolHandler::prepareSessionEvent(event); sendIsl_SessionEvent(*se); delete se; return authState; } void Server::addPersistentPlayer(const QString &userName, int roomId, int gameId, int playerId) { QWriteLocker locker(&persistentPlayersLock); persistentPlayers.insert(userName, PlayerReference(roomId, gameId, playerId)); } void Server::removePersistentPlayer(const QString &userName, int roomId, int gameId, int playerId) { QWriteLocker locker(&persistentPlayersLock); persistentPlayers.remove(userName, PlayerReference(roomId, gameId, playerId)); } QList Server::getPersistentPlayerReferences(const QString &userName) const { QReadLocker locker(&persistentPlayersLock); return persistentPlayers.values(userName); } void Server::addClient(Server_ProtocolHandler *client) { QWriteLocker locker(&clientsLock); clients << client; connect(client, SIGNAL(logDebugMessage(QString, void *)), this, SIGNAL(logDebugMessage(QString, void *))); } void Server::removeClient(Server_ProtocolHandler *client) { QWriteLocker locker(&clientsLock); clients.removeAt(clients.indexOf(client)); ServerInfo_User *data = client->getUserInfo(); if (data) { Event_UserLeft event; event.set_name(data->name()); SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event); for (int i = 0; i < clients.size(); ++i) if (clients[i]->getAcceptsUserListChanges()) clients[i]->sendProtocolItem(*se); sendIsl_SessionEvent(*se); delete se; users.remove(QString::fromStdString(data->name())); qDebug() << "Server::removeClient: name=" << QString::fromStdString(data->name()); if (data->has_session_id()) { const qint64 sessionId = data->session_id(); usersBySessionId.remove(sessionId); endSession(sessionId); qDebug() << "closed session id:" << sessionId; } } qDebug() << "Server::removeClient:" << clients.size() << "clients; " << users.size() << "users left"; } void Server::externalUserJoined(const ServerInfo_User &userInfo) { // This function is always called from the main thread via signal/slot. QWriteLocker locker(&clientsLock); Server_RemoteUserInterface *newUser = new Server_RemoteUserInterface(this, ServerInfo_User_Container(userInfo)); externalUsers.insert(QString::fromStdString(userInfo.name()), newUser); externalUsersBySessionId.insert(userInfo.session_id(), newUser); Event_UserJoined event; event.mutable_user_info()->CopyFrom(userInfo); SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event); for (int i = 0; i < clients.size(); ++i) if (clients[i]->getAcceptsUserListChanges()) clients[i]->sendProtocolItem(*se); delete se; clientsLock.unlock(); ResponseContainer rc(-1); newUser->joinPersistentGames(rc); newUser->sendResponseContainer(rc, Response::RespNothing); } void Server::externalUserLeft(const QString &userName) { // This function is always called from the main thread via signal/slot. clientsLock.lockForWrite(); Server_AbstractUserInterface *user = externalUsers.take(userName); externalUsersBySessionId.remove(user->getUserInfo()->session_id()); clientsLock.unlock(); QMap > userGames(user->getGames()); QMapIterator > userGamesIterator(userGames); roomsLock.lockForRead(); while (userGamesIterator.hasNext()) { userGamesIterator.next(); Server_Room *room = rooms.value(userGamesIterator.value().first); if (!room) continue; QMutexLocker roomGamesLocker(&room->gamesMutex); Server_Game *game = room->getGames().value(userGamesIterator.key()); if (!game) continue; QMutexLocker gameLocker(&game->gameMutex); Server_Player *player = game->getPlayers().value(userGamesIterator.value().second); if (!player) continue; player->disconnectClient(); } roomsLock.unlock(); delete user; Event_UserLeft event; event.set_name(userName.toStdString()); SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event); clientsLock.lockForRead(); for (int i = 0; i < clients.size(); ++i) if (clients[i]->getAcceptsUserListChanges()) clients[i]->sendProtocolItem(*se); clientsLock.unlock(); delete se; } void Server::externalRoomUserJoined(int roomId, const ServerInfo_User &userInfo) { // This function is always called from the main thread via signal/slot. QReadLocker locker(&roomsLock); Server_Room *room = rooms.value(roomId); if (!room) { qDebug() << "externalRoomUserJoined: room id=" << roomId << "not found"; return; } room->addExternalUser(userInfo); } void Server::externalRoomUserLeft(int roomId, const QString &userName) { // This function is always called from the main thread via signal/slot. QReadLocker locker(&roomsLock); Server_Room *room = rooms.value(roomId); if (!room) { qDebug() << "externalRoomUserLeft: room id=" << roomId << "not found"; return; } room->removeExternalUser(userName); } void Server::externalRoomSay(int roomId, const QString &userName, const QString &message) { // This function is always called from the main thread via signal/slot. QReadLocker locker(&roomsLock); Server_Room *room = rooms.value(roomId); if (!room) { qDebug() << "externalRoomSay: room id=" << roomId << "not found"; return; } room->say(userName, message, false); } void Server::externalRoomGameListChanged(int roomId, const ServerInfo_Game &gameInfo) { // This function is always called from the main thread via signal/slot. QReadLocker locker(&roomsLock); Server_Room *room = rooms.value(roomId); if (!room) { qDebug() << "externalRoomGameListChanged: room id=" << roomId << "not found"; return; } room->updateExternalGameList(gameInfo); } void Server::externalJoinGameCommandReceived(const Command_JoinGame &cmd, int cmdId, int roomId, int serverId, qint64 sessionId) { // This function is always called from the main thread via signal/slot. try { QReadLocker roomsLocker(&roomsLock); QReadLocker clientsLocker(&clientsLock); Server_Room *room = rooms.value(roomId); if (!room) { qDebug() << "externalJoinGameCommandReceived: room id=" << roomId << "not found"; throw Response::RespNotInRoom; } Server_AbstractUserInterface *userInterface = externalUsersBySessionId.value(sessionId); if (!userInterface) { qDebug() << "externalJoinGameCommandReceived: session id=" << sessionId << "not found"; throw Response::RespNotInRoom; } ResponseContainer responseContainer(cmdId); Response::ResponseCode responseCode = room->processJoinGameCommand(cmd, responseContainer, userInterface); userInterface->sendResponseContainer(responseContainer, responseCode); } catch (Response::ResponseCode code) { Response response; response.set_cmd_id(cmdId); response.set_response_code(code); sendIsl_Response(response, serverId, sessionId); } } void Server::externalGameCommandContainerReceived(const CommandContainer &cont, int playerId, int serverId, qint64 sessionId) { // This function is always called from the main thread via signal/slot. try { ResponseContainer responseContainer(cont.cmd_id()); Response::ResponseCode finalResponseCode = Response::RespOk; QReadLocker roomsLocker(&roomsLock); Server_Room *room = rooms.value(cont.room_id()); if (!room) { qDebug() << "externalGameCommandContainerReceived: room id=" << cont.room_id() << "not found"; throw Response::RespNotInRoom; } QMutexLocker roomGamesLocker(&room->gamesMutex); Server_Game *game = room->getGames().value(cont.game_id()); if (!game) { qDebug() << "externalGameCommandContainerReceived: game id=" << cont.game_id() << "not found"; throw Response::RespNotInRoom; } QMutexLocker gameLocker(&game->gameMutex); Server_Player *player = game->getPlayers().value(playerId); if (!player) { qDebug() << "externalGameCommandContainerReceived: player id=" << playerId << "not found"; throw Response::RespNotInRoom; } GameEventStorage ges; for (int i = cont.game_command_size() - 1; i >= 0; --i) { const GameCommand &sc = cont.game_command(i); qDebug() << "[ISL]" << QString::fromStdString(sc.ShortDebugString()); Response::ResponseCode resp = player->processGameCommand(sc, responseContainer, ges); if (resp != Response::RespOk) finalResponseCode = resp; } ges.sendToGame(game); if (finalResponseCode != Response::RespNothing) { player->playerMutex.lock(); player->getUserInterface()->sendResponseContainer(responseContainer, finalResponseCode); player->playerMutex.unlock(); } } catch (Response::ResponseCode code) { Response response; response.set_cmd_id(cont.cmd_id()); response.set_response_code(code); sendIsl_Response(response, serverId, sessionId); } } void Server::externalGameEventContainerReceived(const GameEventContainer &cont, qint64 sessionId) { // This function is always called from the main thread via signal/slot. QReadLocker usersLocker(&clientsLock); Server_ProtocolHandler *client = usersBySessionId.value(sessionId); if (!client) { qDebug() << "externalGameEventContainerReceived: session" << sessionId << "not found"; return; } client->sendProtocolItem(cont); } void Server::externalResponseReceived(const Response &resp, qint64 sessionId) { // This function is always called from the main thread via signal/slot. QReadLocker usersLocker(&clientsLock); Server_ProtocolHandler *client = usersBySessionId.value(sessionId); if (!client) { qDebug() << "externalResponseReceived: session" << sessionId << "not found"; return; } client->sendProtocolItem(resp); } void Server::broadcastRoomUpdate(const ServerInfo_Room &roomInfo, bool sendToIsl) { // This function is always called from the main thread via signal/slot. Event_ListRooms event; event.add_room_list()->CopyFrom(roomInfo); SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event); clientsLock.lockForRead(); for (int i = 0; i < clients.size(); ++i) if (clients[i]->getAcceptsRoomListChanges()) clients[i]->sendProtocolItem(*se); clientsLock.unlock(); if (sendToIsl) sendIsl_SessionEvent(*se); delete se; } void Server::addRoom(Server_Room *newRoom) { QWriteLocker locker(&roomsLock); qDebug() << "Adding room: ID=" << newRoom->getId() << "name=" << newRoom->getName(); rooms.insert(newRoom->getId(), newRoom); connect(newRoom, SIGNAL(roomInfoChanged(ServerInfo_Room)), this, SLOT(broadcastRoomUpdate(const ServerInfo_Room &)), Qt::QueuedConnection); } int Server::getUsersCount() const { QReadLocker locker(&clientsLock); return users.size(); } int Server::getGamesCount() const { int result = 0; QReadLocker locker(&roomsLock); QMapIterator roomIterator(rooms); while (roomIterator.hasNext()) { Server_Room *room = roomIterator.next().value(); QMutexLocker roomLocker(&room->gamesMutex); result += room->getGames().size(); } return result; } void Server::sendIsl_Response(const Response &item, int serverId, qint64 sessionId) { IslMessage msg; msg.set_message_type(IslMessage::RESPONSE); if (sessionId != -1) msg.set_session_id(sessionId); msg.mutable_response()->CopyFrom(item); emit sigSendIslMessage(msg, serverId); } void Server::sendIsl_SessionEvent(const SessionEvent &item, int serverId, qint64 sessionId) { IslMessage msg; msg.set_message_type(IslMessage::SESSION_EVENT); if (sessionId != -1) msg.set_session_id(sessionId); msg.mutable_session_event()->CopyFrom(item); emit sigSendIslMessage(msg, serverId); } void Server::sendIsl_GameEventContainer(const GameEventContainer &item, int serverId, qint64 sessionId) { IslMessage msg; msg.set_message_type(IslMessage::GAME_EVENT_CONTAINER); if (sessionId != -1) msg.set_session_id(sessionId); msg.mutable_game_event_container()->CopyFrom(item); emit sigSendIslMessage(msg, serverId); } void Server::sendIsl_RoomEvent(const RoomEvent &item, int serverId, qint64 sessionId) { IslMessage msg; msg.set_message_type(IslMessage::ROOM_EVENT); if (sessionId != -1) msg.set_session_id(sessionId); msg.mutable_room_event()->CopyFrom(item); emit sigSendIslMessage(msg, serverId); } void Server::sendIsl_GameCommand(const CommandContainer &item, int serverId, qint64 sessionId, int roomId, int playerId) { IslMessage msg; msg.set_message_type(IslMessage::GAME_COMMAND_CONTAINER); msg.set_session_id(sessionId); msg.set_player_id(playerId); CommandContainer *cont = msg.mutable_game_command(); cont->CopyFrom(item); cont->set_room_id(roomId); emit sigSendIslMessage(msg, serverId); } void Server::sendIsl_RoomCommand(const CommandContainer &item, int serverId, qint64 sessionId, int roomId) { IslMessage msg; msg.set_message_type(IslMessage::ROOM_COMMAND_CONTAINER); msg.set_session_id(sessionId); CommandContainer *cont = msg.mutable_room_command(); cont->CopyFrom(item); cont->set_room_id(roomId); emit sigSendIslMessage(msg, serverId); }