servatrice/common/server_game.cpp
woogerboy21 c78eed576f Fix store replays (#2301)
* Fix Store Replays Functionality

For whatever reason we have a variable in the servers ini to
enable/disable the storing of replays but there is no code that uses
that variable.  At one time there was but in light of it being removed
some were along the line this add's the ability back in for server
owners to disable the storing of game replay data.

* Added code

* Moved store replay check

Moved the check for storing replay information into existing routine.

* Updated Per Request

Combined lines per request
2016-12-07 07:52:39 -05:00

741 lines
27 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.h"
#include "server_room.h"
#include "server_game.h"
#include "server_player.h"
#include "server_protocolhandler.h"
#include "server_arrow.h"
#include "server_card.h"
#include "server_cardzone.h"
#include "server_database_interface.h"
#include "decklist.h"
#include "pb/context_connection_state_changed.pb.h"
#include "pb/context_ping_changed.pb.h"
#include "pb/event_player_properties_changed.pb.h"
#include "pb/event_game_closed.pb.h"
#include "pb/event_game_joined.pb.h"
#include "pb/event_game_host_changed.pb.h"
#include "pb/event_game_state_changed.pb.h"
#include "pb/event_kicked.pb.h"
#include "pb/event_join.pb.h"
#include "pb/event_leave.pb.h"
#include "pb/event_delete_arrow.pb.h"
#include "pb/event_set_active_player.pb.h"
#include "pb/event_set_active_phase.pb.h"
#include "pb/serverinfo_playerping.pb.h"
#include "pb/game_replay.pb.h"
#include "pb/event_replay_added.pb.h"
#include <google/protobuf/descriptor.h>
#include <QTimer>
#include <QDebug>
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),
startTime(QDateTime::currentDateTime()),
gameMutex(QMutex::Recursive)
{
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));
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
playerIterator.next().value()->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 (int i = 0; i < replayList.size(); ++i)
delete replayList[i];
qDebug() << "Server_Game destructor: gameId=" << gameId;
}
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).toTime_t());
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)]);
QSetIterator<QString> playerIterator(allPlayersEver);
while (playerIterator.hasNext())
replayMatchInfo->add_player_names(playerIterator.next().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());
}
QSet<QString> allUsersInGame = allPlayersEver + allSpectatorsEver;
QSetIterator<QString> allUsersIterator(allUsersInGame);
SessionEvent *sessionEvent = Server_ProtocolHandler::prepareSessionEvent(replayEvent);
Server *server = room->getServer();
server->clientsLock.lockForRead();
while (allUsersIterator.hasNext()) {
Server_AbstractUserInterface *userHandler = server->findUser(allUsersIterator.next());
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());
QList<ServerInfo_PlayerPing *> pingList;
QMapIterator<int, Server_Player *> playerIterator(players);
bool allPlayersInactive = true;
int playerCount = 0;
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
if (!player->getSpectator())
++playerCount;
const int oldPingTime = player->getPingTime();
player->playerMutex.lock();
int newPingTime;
if (player->getUserInterface())
newPingTime = player->getUserInterface()->getLastCommandTime();
else
newPingTime = -1;
player->playerMutex.unlock();
if ((newPingTime != -1) && !player->getSpectator())
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 (((++inactivityCounter >= maxTime) && (maxTime > 0)) || (playerCount < maxPlayers))
deleteLater();
} else
inactivityCounter = 0;
}
int Server_Game::getPlayerCount() const
{
QMutexLocker locker(&gameMutex);
QMapIterator<int, Server_Player *> 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<int, Server_Player *> playerIterator(players);
int result = 0;
while (playerIterator.hasNext())
if (playerIterator.next().value()->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);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
playerIterator.next().value()->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
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
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;
QMapIterator<int, Server_Player *> 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);
}
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);
QMapIterator<int, Server_Player *> 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()) {
Server_Player *p = playerIterator.next().value();
p->clearZones();
p->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)
{
Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
{
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
if (playerIterator.next().value()->getUserInfo()->name() == user->name())
return Response::RespContextError;
}
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);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
if (playerIterator.next().value()->getUserInfo()->name() == userName.toStdString())
return true;
return false;
}
void Server_Game::addPlayer(Server_AbstractUserInterface *userInterface, ResponseContainer &rc, bool spectator, bool broadcastUpdate)
{
QMutexLocker locker(&gameMutex);
Server_Player *newPlayer = new Server_Player(this, nextPlayerId++, userInterface->copyUserInfo(true, true, true), spectator, 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());
if (spectator)
allSpectatorsEver.insert(playerName);
else
allPlayersEver.insert(playerName);
players.insert(newPlayer->getPlayerId(), newPlayer);
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)
{
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);
ges.enqueueGameEvent(Event_Leave(), player->getPlayerId());
ges.sendToGame(this);
bool playerActive = activePlayer == player->getPlayerId();
bool playerHost = hostId == player->getPlayerId();
bool spectator = player->getSpectator();
player->prepareDestroy();
if (!getPlayerCount()) {
gameClosed = true;
deleteLater();
return;
} else if (!spectator) {
if (playerHost) {
int newHostId = -1;
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
if (!p->getSpectator()) {
newHostId = p->getPlayerId();
break;
}
}
if (newHostId != -1) {
hostId = newHostId;
sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
}
}
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.
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
QList<Server_Arrow *> arrows = p->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()->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, p->getPlayerId());
p->deleteArrow(toDelete[i]->getId());
}
}
}
void Server_Game::unattachCards(GameEventStorage &ges, Server_Player *player)
{
QMutexLocker locker(&gameMutex);
QMapIterator<QString, Server_CardZone *> zoneIterator(player->getZones());
while (zoneIterator.hasNext()) {
Server_CardZone *zone = zoneIterator.next().value();
for (int i = 0; i < zone->getCards().size(); ++i) {
Server_Card *card = zone->getCards().at(i);
// Make a copy of the list because the original one gets modified during the loop
QList<Server_Card *> attachedCards = card->getAttachedCards();
for (int i = 0; i < attachedCards.size(); ++i)
attachedCards[i]->getZone()->getPlayer()->unattachCard(ges, attachedCards[i]);
}
}
}
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);
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);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
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 {
++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_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);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
playerIterator.next().value()->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);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
const bool playerPrivate = (p->getPlayerId() == privatePlayerId) || (p->getSpectator() && spectatorsSeeEverything);
if ((recipients.testFlag(GameEventStorageItem::SendToPrivate) && playerPrivate) || (recipients.testFlag(GameEventStorageItem::SendToOthers) && !playerPrivate))
p->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 (int i = 0; i < gameTypes.size(); ++i)
result.add_game_types(gameTypes[i]);
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.toTime_t());
}
}