#include "server_room.h" #include "server_protocolhandler.h" #include "server_game.h" #include #include "pb/event_join_room.pb.h" #include "pb/event_leave_room.pb.h" #include "pb/event_list_games.pb.h" #include "pb/event_room_say.pb.h" #include Server_Room::Server_Room(int _id, const QString &_name, const QString &_description, bool _autoJoin, const QString &_joinMessage, const QStringList &_gameTypes, Server *parent) : QObject(parent), id(_id), name(_name), description(_description), autoJoin(_autoJoin), joinMessage(_joinMessage), gameTypes(_gameTypes), roomMutex(QMutex::Recursive) { } Server_Room::~Server_Room() { QMutexLocker locker(&roomMutex); qDebug("Server_Room destructor"); const QList gameList = games.values(); for (int i = 0; i < gameList.size(); ++i) delete gameList[i]; games.clear(); clear(); } Server *Server_Room::getServer() const { return static_cast(parent()); } ServerInfo_Room Server_Room::getInfo(bool complete, bool showGameTypes) const { QMutexLocker locker(&roomMutex); ServerInfo_Room result; result.set_room_id(id); result.set_name(name.toStdString()); result.set_description(description.toStdString()); result.set_game_count(games.size()); result.set_player_count(size()); result.set_auto_join(autoJoin); if (complete) { QMapIterator gameIterator(games); while (gameIterator.hasNext()) result.add_game_list()->CopyFrom(gameIterator.next().value()->getInfo()); for (int i = 0; i < size(); ++i) result.add_user_list()->CopyFrom(at(i)->copyUserInfo(false)); } if (complete || showGameTypes) for (int i = 0; i < gameTypes.size(); ++i) { ServerInfo_GameType *gameTypeInfo = result.add_gametype_list(); gameTypeInfo->set_game_type_id(i); gameTypeInfo->set_description(gameTypes[i].toStdString()); } return result; } RoomEvent *Server_Room::prepareRoomEvent(const ::google::protobuf::Message &roomEvent) { RoomEvent *event = new RoomEvent; event->set_room_id(id); event->GetReflection()->MutableMessage(event, roomEvent.GetDescriptor()->FindExtensionByName("ext"))->CopyFrom(roomEvent); return event; } void Server_Room::addClient(Server_ProtocolHandler *client) { QMutexLocker locker(&roomMutex); Event_JoinRoom event; event.mutable_user_info()->CopyFrom(client->copyUserInfo(false)); sendRoomEvent(prepareRoomEvent(event)); append(client); emit roomInfoChanged(); } void Server_Room::removeClient(Server_ProtocolHandler *client) { QMutexLocker locker(&roomMutex); removeAt(indexOf(client)); Event_LeaveRoom event; event.set_name(client->getUserInfo()->name()); sendRoomEvent(prepareRoomEvent(event)); emit roomInfoChanged(); } void Server_Room::say(Server_ProtocolHandler *client, const QString &s) { Event_RoomSay event; event.set_name(client->getUserInfo()->name()); event.set_message(s.toStdString()); sendRoomEvent(prepareRoomEvent(event)); } void Server_Room::sendRoomEvent(RoomEvent *event) { QMutexLocker locker(&roomMutex); for (int i = 0; i < size(); ++i) at(i)->sendProtocolItem(*event); delete event; } void Server_Room::broadcastGameListUpdate(Server_Game *game) { QMutexLocker locker(&roomMutex); Event_ListGames event; event.add_game_list()->CopyFrom(game->getInfo()); sendRoomEvent(prepareRoomEvent(event)); } Server_Game *Server_Room::createGame(const QString &description, const QString &password, int maxPlayers, const QList &gameTypes, bool onlyBuddies, bool onlyRegistered, bool spectatorsAllowed, bool spectatorsNeedPassword, bool spectatorsCanTalk, bool spectatorsSeeEverything, Server_ProtocolHandler *creator) { QMutexLocker locker(&roomMutex); Server_Game *newGame = new Server_Game(creator, static_cast(parent())->getNextGameId(), description, password, maxPlayers, gameTypes, onlyBuddies, onlyRegistered, spectatorsAllowed, spectatorsNeedPassword, spectatorsCanTalk, spectatorsSeeEverything, this); newGame->moveToThread(thread()); // This mutex needs to be unlocked by the caller. newGame->gameMutex.lock(); games.insert(newGame->getGameId(), newGame); broadcastGameListUpdate(newGame); emit roomInfoChanged(); return newGame; } void Server_Room::removeGame(Server_Game *game) { // No need to lock roomMutex or gameMutex. This method is only // called from ~Server_Game, which locks both mutexes anyway beforehand. broadcastGameListUpdate(game); games.remove(game->getGameId()); emit roomInfoChanged(); } int Server_Room::getGamesCreatedByUser(const QString &userName) const { QMutexLocker locker(&roomMutex); QMapIterator gamesIterator(games); int result = 0; while (gamesIterator.hasNext()) if (gamesIterator.next().value()->getCreatorInfo()->name() == userName.toStdString()) ++result; return result; } QList Server_Room::getGamesOfUser(const QString &userName) const { QList result; QMapIterator gamesIterator(games); while (gamesIterator.hasNext()) { Server_Game *game = gamesIterator.next().value(); if (game->containsUser(userName)) result.append(game->getInfo()); } return result; }