/*************************************************************************** * 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_room.h" #include "server_game.h" #include "server_protocolhandler.h" #include "server_arrow.h" #include "server_card.h" #include "server_cardzone.h" #include "server_counter.h" #include #include Server_Game::Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, const QList &_gameTypes, bool _onlyBuddies, bool _onlyRegistered, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server_Room *_room) : QObject(), room(_room), hostId(0), creatorInfo(new ServerInfo_User(_creator->getUserInfo())), gameStarted(false), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers), gameTypes(_gameTypes), activePlayer(-1), activePhase(-1), onlyBuddies(_onlyBuddies), onlyRegistered(_onlyRegistered), spectatorsAllowed(_spectatorsAllowed), spectatorsNeedPassword(_spectatorsNeedPassword), spectatorsCanTalk(_spectatorsCanTalk), spectatorsSeeEverything(_spectatorsSeeEverything), inactivityCounter(0), secondsElapsed(0), gameMutex(QMutex::Recursive) { connect(this, SIGNAL(sigStartGameIfReady()), this, SLOT(doStartGameIfReady()), Qt::QueuedConnection); addPlayer(_creator, false, false); if (room->getServer()->getGameShouldPing()) { pingClock = new QTimer(this); connect(pingClock, SIGNAL(timeout()), this, SLOT(pingClockTimeout())); pingClock->start(1000); } } Server_Game::~Server_Game() { QMutexLocker roomLocker(&room->roomMutex); QMutexLocker locker(&gameMutex); sendGameEvent(new Event_GameClosed); QMapIterator playerIterator(players); while (playerIterator.hasNext()) playerIterator.next().value()->prepareDestroy(); players.clear(); room->removeGame(this); delete creatorInfo; qDebug() << "Server_Game destructor: gameId=" << gameId; } void Server_Game::pingClockTimeout() { QMutexLocker locker(&gameMutex); ++secondsElapsed; QList pingList; QMapIterator playerIterator(players); bool allPlayersInactive = true; int playerCount = 0; while (playerIterator.hasNext()) { Server_Player *player = playerIterator.next().value(); if (!player->getSpectator()) ++playerCount; int pingTime; if (player->getProtocolHandler()) { pingTime = player->getProtocolHandler()->getLastCommandTime(); if (!player->getSpectator()) allPlayersInactive = false; } else pingTime = -1; pingList.append(new ServerInfo_PlayerPing(player->getPlayerId(), pingTime)); } sendGameEvent(new Event_Ping(secondsElapsed, pingList)); const int maxTime = room->getServer()->getMaxGameInactivityTime(); if (allPlayersInactive) { if (((++inactivityCounter >= maxTime) && (maxTime > 0)) || (playerCount < maxPlayers)) deleteLater(); } else inactivityCounter = 0; } int Server_Game::getPlayerCount() const { QMutexLocker locker(&gameMutex); QMapIterator playerIterator(players); int result = 0; while (playerIterator.hasNext()) if (!playerIterator.next().value()->getSpectator()) ++result; return result; } int Server_Game::getSpectatorCount() const { QMutexLocker locker(&gameMutex); QMapIterator playerIterator(players); int result = 0; while (playerIterator.hasNext()) if (playerIterator.next().value()->getSpectator()) ++result; return result; } void Server_Game::doStartGameIfReady() { QMutexLocker locker(&gameMutex); if (getPlayerCount() < maxPlayers) return; QMapIterator playerIterator(players); while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); if (!p->getReadyStart() && !p->getSpectator()) return; } playerIterator.toFront(); while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); if (!p->getSpectator()) p->setupZones(); } gameStarted = true; playerIterator.toFront(); while (playerIterator.hasNext()) { Server_Player *player = playerIterator.next().value(); player->setConceded(false); player->setReadyStart(false); } playerIterator.toFront(); while (playerIterator.hasNext()) { Server_Player *player = playerIterator.next().value(); sendGameEventToPlayer(player, new Event_GameStateChanged(gameStarted, 0, 0, getGameState(player))); } /* QSqlQuery query; query.prepare("insert into games (id, descr, password, time_started) values(:id, :descr, :password, now())"); query.bindValue(":id", gameId); query.bindValue(":descr", description); query.bindValue(":password", !password.isEmpty()); query.exec(); QMapIterator playerIterator2(players); while (playerIterator2.hasNext()) { Server_Player *player = playerIterator2.next().value(); query.prepare("insert into games_players (id_game, player) values(:id, :player)"); query.bindValue(":id", gameId); query.bindValue(":player", player->getPlayerName()); query.exec(); } */ activePlayer = -1; nextTurn(); room->broadcastGameListUpdate(this); } void Server_Game::startGameIfReady() { emit sigStartGameIfReady(); } void Server_Game::stopGameIfFinished() { QMutexLocker locker(&gameMutex); QMapIterator playerIterator(players); int playing = 0; while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); if (!p->getConceded() && !p->getSpectator()) ++playing; } if (playing > 1) return; gameStarted = false; playerIterator.toFront(); while (playerIterator.hasNext()) playerIterator.next().value()->clearZones(); playerIterator.toFront(); while (playerIterator.hasNext()) { Server_Player *player = playerIterator.next().value(); sendGameEventToPlayer(player, new Event_GameStateChanged(gameStarted, -1, -1, getGameState(player))); } } ResponseCode Server_Game::checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions) { if (!(overrideRestrictions && (user->getUserLevel() & ServerInfo_User::IsModerator))) { if ((_password != password) && !(spectator && !spectatorsNeedPassword)) return RespWrongPassword; if (!(user->getUserLevel() & ServerInfo_User::IsRegistered) && onlyRegistered) return RespUserLevelTooLow; if (onlyBuddies) if (!room->getServer()->getBuddyList(creatorInfo->getName()).contains(user->getName())) return RespOnlyBuddies; if (room->getServer()->getIgnoreList(creatorInfo->getName()).contains(user->getName())) return RespInIgnoreList; if (spectator) { if (!spectatorsAllowed) return RespSpectatorsNotAllowed; } } if (!spectator && (gameStarted || (getPlayerCount() >= getMaxPlayers()))) return RespGameFull; return RespOk; } bool Server_Game::containsUser(const QString &userName) const { QMutexLocker locker(&gameMutex); QMapIterator playerIterator(players); while (playerIterator.hasNext()) if (playerIterator.next().value()->getUserInfo()->getName() == userName) return true; return false; } Server_Player *Server_Game::addPlayer(Server_ProtocolHandler *handler, bool spectator, bool broadcastUpdate) { QMutexLocker locker(&gameMutex); const QList &keyList = players.keys(); int playerId = keyList.isEmpty() ? 0 : (keyList.last() + 1); Server_Player *newPlayer = new Server_Player(this, playerId, handler->getUserInfo(), spectator, handler); newPlayer->moveToThread(thread()); sendGameEvent(new Event_Join(newPlayer->getProperties())); players.insert(playerId, newPlayer); if (broadcastUpdate) room->broadcastGameListUpdate(this); return newPlayer; } void Server_Game::removePlayer(Server_Player *player) { QMutexLocker roomLocker(&room->roomMutex); QMutexLocker locker(&gameMutex); players.remove(player->getPlayerId()); removeArrowsToPlayer(player); sendGameEvent(new Event_Leave(player->getPlayerId())); bool playerActive = activePlayer == player->getPlayerId(); bool playerHost = hostId == player->getPlayerId(); bool spectator = player->getSpectator(); player->prepareDestroy(); if (!getPlayerCount()) deleteLater(); else if (!spectator) { if (playerHost) { int newHostId = -1; QMapIterator playerIterator(players); while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); if (!p->getSpectator()) { newHostId = p->getPlayerId(); break; } } if (newHostId != -1) { hostId = newHostId; sendGameEvent(new Event_GameHostChanged(hostId)); } } stopGameIfFinished(); if (gameStarted && playerActive) nextTurn(); } room->broadcastGameListUpdate(this); } void Server_Game::removeArrowsToPlayer(Server_Player *player) { QMutexLocker locker(&gameMutex); // Remove all arrows of other players pointing to the player being removed or to one of his cards. QMapIterator playerIterator(players); while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); QList arrows = p->getArrows().values(); QList toDelete; for (int i = 0; i < arrows.size(); ++i) { Server_Arrow *a = arrows[i]; Server_Card *targetCard = qobject_cast(a->getTargetItem()); if (targetCard) { if (targetCard->getZone()->getPlayer() == player) toDelete.append(a); } else if ((static_cast(a->getTargetItem()) == player) || (a->getStartCard()->getZone()->getPlayer() == player)) toDelete.append(a); } for (int i = 0; i < toDelete.size(); ++i) { sendGameEvent(new Event_DeleteArrow(p->getPlayerId(), toDelete[i]->getId())); p->deleteArrow(toDelete[i]->getId()); } } } bool Server_Game::kickPlayer(int playerId) { QMutexLocker roomLocker(&room->roomMutex); QMutexLocker locker(&gameMutex); Server_Player *playerToKick = players.value(playerId); if (!playerToKick) return false; sendGameEventToPlayer(playerToKick, new Event_Kicked); removePlayer(playerToKick); return true; } void Server_Game::setActivePlayer(int _activePlayer) { QMutexLocker locker(&gameMutex); activePlayer = _activePlayer; sendGameEvent(new Event_SetActivePlayer(activePlayer, activePlayer)); setActivePhase(0); } void Server_Game::setActivePhase(int _activePhase) { QMutexLocker locker(&gameMutex); QMapIterator playerIterator(players); while (playerIterator.hasNext()) { Server_Player *player = playerIterator.next().value(); QList toDelete = player->getArrows().values(); for (int i = 0; i < toDelete.size(); ++i) { Server_Arrow *a = toDelete[i]; sendGameEvent(new Event_DeleteArrow(player->getPlayerId(), a->getId())); player->deleteArrow(a->getId()); } } activePhase = _activePhase; sendGameEvent(new Event_SetActivePhase(-1, activePhase)); } void Server_Game::nextTurn() { QMutexLocker locker(&gameMutex); const QList keys = players.keys(); int listPos = -1; if (activePlayer != -1) listPos = keys.indexOf(activePlayer); do { ++listPos; if (listPos == keys.size()) listPos = 0; } while (players.value(keys[listPos])->getSpectator() || players.value(keys[listPos])->getConceded()); setActivePlayer(keys[listPos]); } void Server_Game::postConnectionStatusUpdate(Server_Player *player, bool connectionStatus) { QMutexLocker locker(&gameMutex); sendGameEvent(new Event_ConnectionStateChanged(player->getPlayerId(), connectionStatus)); } QList Server_Game::getGameState(Server_Player *playerWhosAsking) const { QMutexLocker locker(&gameMutex); QList result; QMapIterator playerIterator(players); while (playerIterator.hasNext()) { Server_Player *player = playerIterator.next().value(); QList arrowList; QMapIterator arrowIterator(player->getArrows()); while (arrowIterator.hasNext()) { Server_Arrow *arrow = arrowIterator.next().value(); Server_Card *targetCard = qobject_cast(arrow->getTargetItem()); if (targetCard) arrowList.append(new ServerInfo_Arrow( arrow->getId(), arrow->getStartCard()->getZone()->getPlayer()->getPlayerId(), arrow->getStartCard()->getZone()->getName(), arrow->getStartCard()->getId(), targetCard->getZone()->getPlayer()->getPlayerId(), targetCard->getZone()->getName(), targetCard->getId(), arrow->getColor() )); else arrowList.append(new ServerInfo_Arrow( arrow->getId(), arrow->getStartCard()->getZone()->getPlayer()->getPlayerId(), arrow->getStartCard()->getZone()->getName(), arrow->getStartCard()->getId(), qobject_cast(arrow->getTargetItem())->getPlayerId(), QString(), -1, arrow->getColor() )); } QList counterList; QMapIterator counterIterator(player->getCounters()); while (counterIterator.hasNext()) { Server_Counter *counter = counterIterator.next().value(); counterList.append(new ServerInfo_Counter(counter->getId(), counter->getName(), counter->getColor(), counter->getRadius(), counter->getCount())); } QList zoneList; QMapIterator zoneIterator(player->getZones()); while (zoneIterator.hasNext()) { Server_CardZone *zone = zoneIterator.next().value(); QList cardList; if ( (((playerWhosAsking == player) || (playerWhosAsking->getSpectator() && spectatorsSeeEverything)) && (zone->getType() != HiddenZone)) || ((playerWhosAsking != player) && (zone->getType() == PublicZone)) ) { QListIterator cardIterator(zone->cards); while (cardIterator.hasNext()) { Server_Card *card = cardIterator.next(); QString displayedName = card->getFaceDown() ? QString() : card->getName(); QList cardCounterList; QMapIterator cardCounterIterator(card->getCounters()); while (cardCounterIterator.hasNext()) { cardCounterIterator.next(); cardCounterList.append(new ServerInfo_CardCounter(cardCounterIterator.key(), cardCounterIterator.value())); } int attachPlayerId = -1; QString attachZone; int attachCardId = -1; if (card->getParentCard()) { attachPlayerId = card->getParentCard()->getZone()->getPlayer()->getPlayerId(); attachZone = card->getParentCard()->getZone()->getName(); attachCardId = card->getParentCard()->getId(); } cardList.append(new ServerInfo_Card(card->getId(), displayedName, card->getX(), card->getY(), card->getFaceDown(), card->getTapped(), card->getAttacking(), card->getColor(), card->getPT(), card->getAnnotation(), card->getDestroyOnZoneChange(), card->getDoesntUntap(), cardCounterList, attachPlayerId, attachZone, attachCardId)); } } zoneList.append(new ServerInfo_Zone(zone->getName(), zone->getType(), zone->hasCoords(), zone->cards.size(), cardList)); } result.append(new ServerInfo_Player(player->getProperties(), player == playerWhosAsking ? player->getDeck() : 0, zoneList, counterList, arrowList)); } return result; } void Server_Game::sendGameEvent(GameEvent *event, GameEventContext *context, Server_Player *exclude) { sendGameEventContainer(new GameEventContainer(QList() << event, -1, context), exclude); } void Server_Game::sendGameEventContainer(GameEventContainer *cont, Server_Player *exclude, bool excludeOmniscient) { QMutexLocker locker(&gameMutex); cont->setGameId(gameId); QMapIterator playerIterator(players); while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); if ((p != exclude) && !(excludeOmniscient && p->getSpectator() && spectatorsSeeEverything)) p->sendProtocolItem(cont, false); } delete cont; } void Server_Game::sendGameEventContainerOmniscient(GameEventContainer *cont, Server_Player *exclude) { QMutexLocker locker(&gameMutex); cont->setGameId(gameId); QMapIterator playerIterator(players); while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); if ((p != exclude) && (p->getSpectator() && spectatorsSeeEverything)) p->sendProtocolItem(cont, false); } delete cont; } void Server_Game::sendGameEventToPlayer(Server_Player *player, GameEvent *event) { player->sendProtocolItem(new GameEventContainer(QList() << event, gameId)); } ServerInfo_Game *Server_Game::getInfo() const { QMutexLocker locker(&gameMutex); if (players.isEmpty()) // Game is closing return new ServerInfo_Game(room->getId(), getGameId(), QString(), false, 0, getMaxPlayers(), false, QList(), 0, false, 0); else { // Game is open QList gameTypeList; for (int i = 0; i < gameTypes.size(); ++i) gameTypeList.append(new GameTypeId(gameTypes[i])); return new ServerInfo_Game( room->getId(), getGameId(), getDescription(), !getPassword().isEmpty(), getPlayerCount(), getMaxPlayers(), gameStarted, gameTypeList, new ServerInfo_User(getCreatorInfo(), false), onlyBuddies, onlyRegistered, getSpectatorsAllowed(), getSpectatorsNeedPassword(), getSpectatorCount() ); } }