servatrice/common/server_game.cpp

787 lines
28 KiB
C++

/***************************************************************************
* 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_game.h"
#include "decklist.h"
#include "pb/context_connection_state_changed.pb.h"
#include "pb/context_ping_changed.pb.h"
#include "pb/event_delete_arrow.pb.h"
#include "pb/event_game_closed.pb.h"
#include "pb/event_game_host_changed.pb.h"
#include "pb/event_game_joined.pb.h"
#include "pb/event_game_state_changed.pb.h"
#include "pb/event_join.pb.h"
#include "pb/event_kicked.pb.h"
#include "pb/event_leave.pb.h"
#include "pb/event_player_properties_changed.pb.h"
#include "pb/event_replay_added.pb.h"
#include "pb/event_set_active_phase.pb.h"
#include "pb/event_set_active_player.pb.h"
#include "pb/game_replay.pb.h"
#include "pb/serverinfo_playerping.pb.h"
#include "server.h"
#include "server_arrow.h"
#include "server_card.h"
#include "server_cardzone.h"
#include "server_database_interface.h"
#include "server_player.h"
#include "server_protocolhandler.h"
#include "server_room.h"
#include <QDebug>
#include <QTimer>
#include <google/protobuf/descriptor.h>
Server_Game::Server_Game(const ServerInfo_User &_creatorInfo,
int _gameId,
const QString &_description,
const QString &_password,
int _maxPlayers,
const QList<int> &_gameTypes,
bool _onlyBuddies,
bool _onlyRegistered,
bool _spectatorsAllowed,
bool _spectatorsNeedPassword,
bool _spectatorsCanTalk,
bool _spectatorsSeeEverything,
Server_Room *_room)
: QObject(), room(_room), nextPlayerId(0), hostId(0), creatorInfo(new ServerInfo_User(_creatorInfo)),
gameStarted(false), gameClosed(false), gameId(_gameId), password(_password), maxPlayers(_maxPlayers),
gameTypes(_gameTypes), activePlayer(-1), activePhase(-1), onlyBuddies(_onlyBuddies),
onlyRegistered(_onlyRegistered), spectatorsAllowed(_spectatorsAllowed),
spectatorsNeedPassword(_spectatorsNeedPassword), spectatorsCanTalk(_spectatorsCanTalk),
spectatorsSeeEverything(_spectatorsSeeEverything), inactivityCounter(0), startTimeOfThisGame(0),
secondsElapsed(0), firstGameStarted(false), turnOrderReversed(false), startTime(QDateTime::currentDateTime()),
pingClock(nullptr),
#if (QT_VERSION >= QT_VERSION_CHECK(5, 14, 0))
gameMutex()
#else
gameMutex(QMutex::Recursive)
#endif
{
currentReplay = new GameReplay;
currentReplay->set_replay_id(room->getServer()->getDatabaseInterface()->getNextReplayId());
description = _description.simplified();
connect(this, SIGNAL(sigStartGameIfReady()), this, SLOT(doStartGameIfReady()), Qt::QueuedConnection);
getInfo(*currentReplay->mutable_game_info());
if (room->getServer()->getGameShouldPing()) {
pingClock = new QTimer(this);
connect(pingClock, SIGNAL(timeout()), this, SLOT(pingClockTimeout()));
pingClock->start(1000);
}
}
Server_Game::~Server_Game()
{
room->gamesLock.lockForWrite();
gameMutex.lock();
gameClosed = true;
sendGameEventContainer(prepareGameEvent(Event_GameClosed(), -1));
for (auto *player : players.values()) {
player->prepareDestroy();
}
players.clear();
room->removeGame(this);
delete creatorInfo;
creatorInfo = 0;
gameMutex.unlock();
room->gamesLock.unlock();
currentReplay->set_duration_seconds(secondsElapsed - startTimeOfThisGame);
replayList.append(currentReplay);
storeGameInformation();
for (auto *replay : replayList) {
delete replay;
}
replayList.clear();
room = nullptr;
currentReplay = nullptr;
creatorInfo = nullptr;
if (pingClock) {
delete pingClock;
pingClock = nullptr;
}
qDebug() << "Server_Game destructor: gameId=" << gameId;
deleteLater();
}
void Server_Game::storeGameInformation()
{
const ServerInfo_Game &gameInfo = replayList.first()->game_info();
Event_ReplayAdded replayEvent;
ServerInfo_ReplayMatch *replayMatchInfo = replayEvent.mutable_match_info();
replayMatchInfo->set_game_id(gameInfo.game_id());
replayMatchInfo->set_room_name(room->getName().toStdString());
replayMatchInfo->set_time_started(QDateTime::currentDateTime().addSecs(-secondsElapsed).toSecsSinceEpoch());
replayMatchInfo->set_length(secondsElapsed);
replayMatchInfo->set_game_name(gameInfo.description());
const QStringList &allGameTypes = room->getGameTypes();
QStringList _gameTypes;
for (int i = gameInfo.game_types_size() - 1; i >= 0; --i)
_gameTypes.append(allGameTypes[gameInfo.game_types(i)]);
for (const auto &playerName : allPlayersEver) {
replayMatchInfo->add_player_names(playerName.toStdString());
}
for (int i = 0; i < replayList.size(); ++i) {
ServerInfo_Replay *replayInfo = replayMatchInfo->add_replay_list();
replayInfo->set_replay_id(replayList[i]->replay_id());
replayInfo->set_replay_name(gameInfo.description());
replayInfo->set_duration(replayList[i]->duration_seconds());
}
SessionEvent *sessionEvent = Server_ProtocolHandler::prepareSessionEvent(replayEvent);
Server *server = room->getServer();
server->clientsLock.lockForRead();
for (auto userName : allPlayersEver + allSpectatorsEver) {
Server_AbstractUserInterface *userHandler = server->findUser(userName);
if (userHandler && server->getStoreReplaysEnabled())
userHandler->sendProtocolItem(*sessionEvent);
}
server->clientsLock.unlock();
delete sessionEvent;
if (server->getStoreReplaysEnabled()) {
server->getDatabaseInterface()->storeGameInformation(room->getName(), _gameTypes, gameInfo, allPlayersEver,
allSpectatorsEver, replayList);
}
}
void Server_Game::pingClockTimeout()
{
QMutexLocker locker(&gameMutex);
++secondsElapsed;
GameEventStorage ges;
ges.setGameEventContext(Context_PingChanged());
bool allPlayersInactive = true;
int playerCount = 0;
for (auto *player : players) {
if (player == nullptr)
continue;
if (!player->getSpectator()) {
++playerCount;
}
int oldPingTime = player->getPingTime();
int newPingTime;
{
QMutexLocker playerMutexLocker(&player->playerMutex);
if (player->getUserInterface()) {
newPingTime = player->getUserInterface()->getLastCommandTime();
} else {
newPingTime = -1;
}
}
if ((newPingTime != -1) && (!player->getSpectator() || player->getPlayerId() == hostId)) {
allPlayersInactive = false;
}
if ((abs(oldPingTime - newPingTime) > 1) || ((newPingTime == -1) && (oldPingTime != -1)) ||
((newPingTime != -1) && (oldPingTime == -1))) {
player->setPingTime(newPingTime);
Event_PlayerPropertiesChanged event;
event.mutable_player_properties()->set_ping_seconds(newPingTime);
ges.enqueueGameEvent(event, player->getPlayerId());
}
}
ges.sendToGame(this);
const int maxTime = room->getServer()->getMaxGameInactivityTime();
if (allPlayersInactive) {
if (((maxTime > 0) && (++inactivityCounter >= maxTime)) || (playerCount < maxPlayers)) {
deleteLater();
}
} else {
inactivityCounter = 0;
}
}
int Server_Game::getPlayerCount() const
{
QMutexLocker locker(&gameMutex);
int result = 0;
for (Server_Player *player : players.values()) {
if (!player->getSpectator())
++result;
}
return result;
}
int Server_Game::getSpectatorCount() const
{
QMutexLocker locker(&gameMutex);
int result = 0;
for (Server_Player *player : players.values()) {
if (player->getSpectator())
++result;
}
return result;
}
void Server_Game::createGameStateChangedEvent(Event_GameStateChanged *event,
Server_Player *playerWhosAsking,
bool omniscient,
bool withUserInfo)
{
event->set_seconds_elapsed(secondsElapsed);
if (gameStarted) {
event->set_game_started(true);
event->set_active_player_id(0);
event->set_active_phase(0);
} else
event->set_game_started(false);
for (Server_Player *otherPlayer : players.values()) {
otherPlayer->getInfo(event->add_player_list(), playerWhosAsking, omniscient, withUserInfo);
}
}
void Server_Game::sendGameStateToPlayers()
{
// game state information for replay and omniscient spectators
Event_GameStateChanged omniscientEvent;
createGameStateChangedEvent(&omniscientEvent, 0, true, false);
GameEventContainer *replayCont = prepareGameEvent(omniscientEvent, -1);
replayCont->set_seconds_elapsed(secondsElapsed - startTimeOfThisGame);
replayCont->clear_game_id();
currentReplay->add_event_list()->CopyFrom(*replayCont);
delete replayCont;
// If spectators are not omniscient, we need an additional createGameStateChangedEvent call, otherwise we can use
// the data we used for the replay. All spectators are equal, so we don't need to make a createGameStateChangedEvent
// call for each one.
Event_GameStateChanged spectatorEvent;
if (spectatorsSeeEverything)
spectatorEvent = omniscientEvent;
else
createGameStateChangedEvent(&spectatorEvent, 0, false, false);
// send game state info to clients according to their role in the game
for (Server_Player *player : players.values()) {
GameEventContainer *gec;
if (player->getSpectator())
gec = prepareGameEvent(spectatorEvent, -1);
else {
Event_GameStateChanged event;
createGameStateChangedEvent(&event, player, false, false);
gec = prepareGameEvent(event, -1);
}
player->sendGameEvent(*gec);
delete gec;
}
}
void Server_Game::doStartGameIfReady()
{
Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
QMutexLocker locker(&gameMutex);
if (getPlayerCount() < maxPlayers)
return;
for (Server_Player *player : players.values()) {
if (!player->getReadyStart() && !player->getSpectator())
return;
}
for (Server_Player *player : players.values()) {
if (!player->getSpectator())
player->setupZones();
}
gameStarted = true;
for (Server_Player *player : players.values()) {
player->setConceded(false);
player->setReadyStart(false);
}
if (firstGameStarted) {
currentReplay->set_duration_seconds(secondsElapsed - startTimeOfThisGame);
replayList.append(currentReplay);
currentReplay = new GameReplay;
currentReplay->set_replay_id(databaseInterface->getNextReplayId());
ServerInfo_Game *gameInfo = currentReplay->mutable_game_info();
getInfo(*gameInfo);
gameInfo->set_started(false);
Event_GameStateChanged omniscientEvent;
createGameStateChangedEvent(&omniscientEvent, 0, true, true);
GameEventContainer *replayCont = prepareGameEvent(omniscientEvent, -1);
replayCont->set_seconds_elapsed(0);
replayCont->clear_game_id();
currentReplay->add_event_list()->CopyFrom(*replayCont);
delete replayCont;
startTimeOfThisGame = secondsElapsed;
} else
firstGameStarted = true;
sendGameStateToPlayers();
activePlayer = -1;
nextTurn();
locker.unlock();
ServerInfo_Game gameInfo;
gameInfo.set_room_id(room->getId());
gameInfo.set_game_id(gameId);
gameInfo.set_started(true);
emit gameInfoChanged(gameInfo);
}
void Server_Game::startGameIfReady()
{
emit sigStartGameIfReady();
}
void Server_Game::stopGameIfFinished()
{
QMutexLocker locker(&gameMutex);
int playing = 0;
for (Server_Player *player : players.values()) {
if (!player->getConceded() && !player->getSpectator())
++playing;
}
if (playing > 1)
return;
gameStarted = false;
for (Server_Player *player : players.values()) {
player->clearZones();
player->setConceded(false);
}
sendGameStateToPlayers();
locker.unlock();
ServerInfo_Game gameInfo;
gameInfo.set_room_id(room->getId());
gameInfo.set_game_id(gameId);
gameInfo.set_started(false);
emit gameInfoChanged(gameInfo);
}
Response::ResponseCode Server_Game::checkJoin(ServerInfo_User *user,
const QString &_password,
bool spectator,
bool overrideRestrictions,
bool asJudge)
{
Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
for (Server_Player *player : players.values()) {
if (player->getUserInfo()->name() == user->name())
return Response::RespContextError;
}
if (asJudge && !(user->user_level() & ServerInfo_User::IsJudge)) {
return Response::RespUserLevelTooLow;
}
if (!(overrideRestrictions && (user->user_level() & ServerInfo_User::IsModerator))) {
if ((_password != password) && !(spectator && !spectatorsNeedPassword))
return Response::RespWrongPassword;
if (!(user->user_level() & ServerInfo_User::IsRegistered) && onlyRegistered)
return Response::RespUserLevelTooLow;
if (onlyBuddies && (user->name() != creatorInfo->name()))
if (!databaseInterface->isInBuddyList(QString::fromStdString(creatorInfo->name()),
QString::fromStdString(user->name())))
return Response::RespOnlyBuddies;
if (databaseInterface->isInIgnoreList(QString::fromStdString(creatorInfo->name()),
QString::fromStdString(user->name())))
return Response::RespInIgnoreList;
if (spectator) {
if (!spectatorsAllowed)
return Response::RespSpectatorsNotAllowed;
}
}
if (!spectator && (gameStarted || (getPlayerCount() >= getMaxPlayers())))
return Response::RespGameFull;
return Response::RespOk;
}
bool Server_Game::containsUser(const QString &userName) const
{
QMutexLocker locker(&gameMutex);
for (Server_Player *player : players.values()) {
if (player->getUserInfo()->name() == userName.toStdString())
return true;
}
return false;
}
void Server_Game::addPlayer(Server_AbstractUserInterface *userInterface,
ResponseContainer &rc,
bool spectator,
bool judge,
bool broadcastUpdate)
{
QMutexLocker locker(&gameMutex);
Server_Player *newPlayer = new Server_Player(this, nextPlayerId++, userInterface->copyUserInfo(true, true, true),
spectator, judge, userInterface);
newPlayer->moveToThread(thread());
Event_Join joinEvent;
newPlayer->getProperties(*joinEvent.mutable_player_properties(), true);
sendGameEventContainer(prepareGameEvent(joinEvent, -1));
const QString playerName = QString::fromStdString(newPlayer->getUserInfo()->name());
players.insert(newPlayer->getPlayerId(), newPlayer);
if (spectator) {
allSpectatorsEver.insert(playerName);
} else {
allPlayersEver.insert(playerName);
// if the original creator of the game joins, give them host status back
// FIXME: transferring host to spectators has side effects
if (newPlayer->getUserInfo()->name() == creatorInfo->name()) {
hostId = newPlayer->getPlayerId();
sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
}
}
if (broadcastUpdate) {
ServerInfo_Game gameInfo;
gameInfo.set_room_id(room->getId());
gameInfo.set_game_id(gameId);
gameInfo.set_player_count(getPlayerCount());
gameInfo.set_spectators_count(getSpectatorCount());
emit gameInfoChanged(gameInfo);
}
if ((newPlayer->getUserInfo()->user_level() & ServerInfo_User::IsRegistered) && !spectator)
room->getServer()->addPersistentPlayer(playerName, room->getId(), gameId, newPlayer->getPlayerId());
userInterface->playerAddedToGame(gameId, room->getId(), newPlayer->getPlayerId());
createGameJoinedEvent(newPlayer, rc, false);
}
void Server_Game::removePlayer(Server_Player *player, Event_Leave::LeaveReason reason)
{
room->getServer()->removePersistentPlayer(QString::fromStdString(player->getUserInfo()->name()), room->getId(),
gameId, player->getPlayerId());
players.remove(player->getPlayerId());
GameEventStorage ges;
removeArrowsRelatedToPlayer(ges, player);
unattachCards(ges, player);
Event_Leave event;
event.set_reason(reason);
ges.enqueueGameEvent(event, player->getPlayerId());
ges.sendToGame(this);
bool playerActive = activePlayer == player->getPlayerId();
bool playerHost = hostId == player->getPlayerId();
bool spectator = player->getSpectator();
player->prepareDestroy();
if (playerHost) {
int newHostId = -1;
for (Server_Player *otherPlayer : players.values()) {
if (!otherPlayer->getSpectator()) {
newHostId = otherPlayer->getPlayerId();
break;
}
}
if (newHostId != -1) {
hostId = newHostId;
sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
} else {
gameClosed = true;
deleteLater();
return;
}
}
if (!spectator) {
stopGameIfFinished();
if (gameStarted && playerActive)
nextTurn();
}
ServerInfo_Game gameInfo;
gameInfo.set_room_id(room->getId());
gameInfo.set_game_id(gameId);
gameInfo.set_player_count(getPlayerCount());
gameInfo.set_spectators_count(getSpectatorCount());
emit gameInfoChanged(gameInfo);
}
void Server_Game::removeArrowsRelatedToPlayer(GameEventStorage &ges, Server_Player *player)
{
QMutexLocker locker(&gameMutex);
// Remove all arrows of other players pointing to the player being removed or to one of his cards.
// Also remove all arrows starting at one of his cards. This is necessary since players can create
// arrows that start at another person's cards.
for (Server_Player *otherPlayer : players.values()) {
QList<Server_Arrow *> arrows = otherPlayer->getArrows().values();
QList<Server_Arrow *> toDelete;
for (int i = 0; i < arrows.size(); ++i) {
Server_Arrow *a = arrows[i];
Server_Card *targetCard = qobject_cast<Server_Card *>(a->getTargetItem());
if (targetCard) {
if (targetCard->getZone()->getPlayer() == player)
toDelete.append(a);
} else if (static_cast<Server_Player *>(a->getTargetItem()) == player)
toDelete.append(a);
// Don't use else here! It has to happen regardless of whether targetCard == 0.
if (a->getStartCard()->getZone() && a->getStartCard()->getZone()->getPlayer() == player)
toDelete.append(a);
}
for (int i = 0; i < toDelete.size(); ++i) {
Event_DeleteArrow event;
event.set_arrow_id(toDelete[i]->getId());
ges.enqueueGameEvent(event, otherPlayer->getPlayerId());
otherPlayer->deleteArrow(toDelete[i]->getId());
}
}
}
void Server_Game::unattachCards(GameEventStorage &ges, Server_Player *player)
{
QMutexLocker locker(&gameMutex);
for (auto zone : player->getZones()) {
for (auto card : zone->getCards()) {
// Make a copy of the list because the original one gets modified during the loop
QList<Server_Card *> attachedCards = card->getAttachedCards();
for (Server_Card *attachedCard : attachedCards) {
auto otherPlayer = attachedCard->getZone()->getPlayer();
// do not modify the current player's zone!
// this would cause the current card iterator to be invalidated!
// we only have to return cards owned by other players
// because the current player is leaving the game anyway
if (otherPlayer != player) {
otherPlayer->unattachCard(ges, attachedCard);
}
}
}
}
}
bool Server_Game::kickPlayer(int playerId)
{
QMutexLocker locker(&gameMutex);
Server_Player *playerToKick = players.value(playerId);
if (!playerToKick)
return false;
GameEventContainer *gec = prepareGameEvent(Event_Kicked(), -1);
playerToKick->sendGameEvent(*gec);
delete gec;
removePlayer(playerToKick, Event_Leave::USER_KICKED);
return true;
}
void Server_Game::setActivePlayer(int _activePlayer)
{
QMutexLocker locker(&gameMutex);
activePlayer = _activePlayer;
Event_SetActivePlayer event;
event.set_active_player_id(activePlayer);
sendGameEventContainer(prepareGameEvent(event, -1));
setActivePhase(0);
}
void Server_Game::setActivePhase(int _activePhase)
{
QMutexLocker locker(&gameMutex);
for (Server_Player *player : players.values()) {
QList<Server_Arrow *> toDelete = player->getArrows().values();
for (int i = 0; i < toDelete.size(); ++i) {
Server_Arrow *a = toDelete[i];
Event_DeleteArrow event;
event.set_arrow_id(a->getId());
sendGameEventContainer(prepareGameEvent(event, player->getPlayerId()));
player->deleteArrow(a->getId());
}
}
activePhase = _activePhase;
Event_SetActivePhase event;
event.set_phase(activePhase);
sendGameEventContainer(prepareGameEvent(event, -1));
}
void Server_Game::nextTurn()
{
QMutexLocker locker(&gameMutex);
const QList<int> keys = players.keys();
int listPos = -1;
if (activePlayer != -1)
listPos = keys.indexOf(activePlayer);
do {
if (turnOrderReversed) {
--listPos;
if (listPos < 0) {
listPos = keys.size() - 1;
}
} else {
++listPos;
if (listPos == keys.size()) {
listPos = 0;
}
}
} while (players.value(keys[listPos])->getSpectator() || players.value(keys[listPos])->getConceded());
setActivePlayer(keys[listPos]);
}
void Server_Game::createGameJoinedEvent(Server_Player *player, ResponseContainer &rc, bool resuming)
{
Event_GameJoined event1;
getInfo(*event1.mutable_game_info());
event1.set_host_id(hostId);
event1.set_player_id(player->getPlayerId());
event1.set_spectator(player->getSpectator());
event1.set_judge(player->getJudge());
event1.set_resuming(resuming);
if (resuming) {
const QStringList &allGameTypes = room->getGameTypes();
for (int i = 0; i < allGameTypes.size(); ++i) {
ServerInfo_GameType *newGameType = event1.add_game_types();
newGameType->set_game_type_id(i);
newGameType->set_description(allGameTypes[i].toStdString());
}
}
rc.enqueuePostResponseItem(ServerMessage::SESSION_EVENT, Server_AbstractUserInterface::prepareSessionEvent(event1));
Event_GameStateChanged event2;
event2.set_seconds_elapsed(secondsElapsed);
event2.set_game_started(gameStarted);
event2.set_active_player_id(activePlayer);
event2.set_active_phase(activePhase);
for (auto *_player : players.values()) {
_player->getInfo(event2.add_player_list(), _player, _player->getSpectator() && spectatorsSeeEverything, true);
}
rc.enqueuePostResponseItem(ServerMessage::GAME_EVENT_CONTAINER, prepareGameEvent(event2, -1));
}
void Server_Game::sendGameEventContainer(GameEventContainer *cont,
GameEventStorageItem::EventRecipients recipients,
int privatePlayerId)
{
QMutexLocker locker(&gameMutex);
cont->set_game_id(gameId);
for (Server_Player *player : players.values()) {
const bool playerPrivate =
(player->getPlayerId() == privatePlayerId) || (player->getSpectator() && spectatorsSeeEverything);
if ((recipients.testFlag(GameEventStorageItem::SendToPrivate) && playerPrivate) ||
(recipients.testFlag(GameEventStorageItem::SendToOthers) && !playerPrivate))
player->sendGameEvent(*cont);
}
if (recipients.testFlag(GameEventStorageItem::SendToPrivate)) {
cont->set_seconds_elapsed(secondsElapsed - startTimeOfThisGame);
cont->clear_game_id();
currentReplay->add_event_list()->CopyFrom(*cont);
}
delete cont;
}
GameEventContainer *
Server_Game::prepareGameEvent(const ::google::protobuf::Message &gameEvent, int playerId, GameEventContext *context)
{
GameEventContainer *cont = new GameEventContainer;
cont->set_game_id(gameId);
if (context)
cont->mutable_context()->CopyFrom(*context);
GameEvent *event = cont->add_event_list();
if (playerId != -1)
event->set_player_id(playerId);
event->GetReflection()
->MutableMessage(event, gameEvent.GetDescriptor()->FindExtensionByName("ext"))
->CopyFrom(gameEvent);
return cont;
}
void Server_Game::getInfo(ServerInfo_Game &result) const
{
QMutexLocker locker(&gameMutex);
result.set_room_id(room->getId());
result.set_game_id(gameId);
if (gameClosed) {
result.set_closed(true);
} else {
for (auto type : gameTypes) {
result.add_game_types(type);
}
result.set_max_players(getMaxPlayers());
result.set_description(getDescription().toStdString());
result.set_with_password(!getPassword().isEmpty());
result.set_player_count(getPlayerCount());
result.set_started(gameStarted);
result.mutable_creator_info()->CopyFrom(*getCreatorInfo());
result.set_only_buddies(onlyBuddies);
result.set_only_registered(onlyRegistered);
result.set_spectators_allowed(getSpectatorsAllowed());
result.set_spectators_need_password(getSpectatorsNeedPassword());
result.set_spectators_can_chat(spectatorsCanTalk);
result.set_spectators_omniscient(spectatorsSeeEverything);
result.set_spectators_count(getSpectatorCount());
result.set_start_time(startTime.toSecsSinceEpoch());
}
}