servatrice/common/server_room.cpp

276 lines
8.5 KiB
C++

#include "server_room.h"
#include "server_protocolhandler.h"
#include "server_game.h"
#include <QDebug>
#include "pb/commands.pb.h"
#include "pb/room_commands.pb.h"
#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 <google/protobuf/descriptor.h>
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), gamesMutex(QMutex::Recursive)
{
connect(this, SIGNAL(gameListChanged(ServerInfo_Game)), this, SLOT(broadcastGameListUpdate(ServerInfo_Game)), Qt::QueuedConnection);
}
Server_Room::~Server_Room()
{
qDebug("Server_Room destructor");
gamesMutex.lock();
const QList<Server_Game *> gameList = games.values();
for (int i = 0; i < gameList.size(); ++i)
delete gameList[i];
games.clear();
gamesMutex.unlock();
usersLock.lockForWrite();
userList.clear();
usersLock.unlock();
}
Server *Server_Room::getServer() const
{
return static_cast<Server *>(parent());
}
ServerInfo_Room Server_Room::getInfo(bool complete, bool showGameTypes, bool updating, bool includeExternalData) const
{
ServerInfo_Room result;
result.set_room_id(id);
if (!updating) {
result.set_name(name.toStdString());
result.set_description(description.toStdString());
result.set_auto_join(autoJoin);
}
gamesMutex.lock();
result.set_game_count(games.size() + externalGames.size());
if (complete) {
QMapIterator<int, Server_Game *> gameIterator(games);
while (gameIterator.hasNext())
result.add_game_list()->CopyFrom(gameIterator.next().value()->getInfo());
if (includeExternalData) {
QMapIterator<int, ServerInfo_Game> externalGameIterator(externalGames);
while (externalGameIterator.hasNext())
result.add_game_list()->CopyFrom(externalGameIterator.next().value());
}
}
gamesMutex.unlock();
usersLock.lockForRead();
result.set_player_count(userList.size() + externalUsers.size());
if (complete) {
for (int i = 0; i < userList.size(); ++i)
result.add_user_list()->CopyFrom(userList[i]->copyUserInfo(false));
if (includeExternalData) {
QMapIterator<QString, ServerInfo_User_Container> externalUserIterator(externalUsers);
while (externalUserIterator.hasNext())
result.add_user_list()->CopyFrom(externalUserIterator.next().value().copyUserInfo(false));
}
}
usersLock.unlock();
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)
{
Event_JoinRoom event;
event.mutable_user_info()->CopyFrom(client->copyUserInfo(false));
sendRoomEvent(prepareRoomEvent(event));
usersLock.lockForWrite();
userList.append(client);
usersLock.unlock();
emit roomInfoChanged(getInfo(false, false, true));
}
void Server_Room::removeClient(Server_ProtocolHandler *client)
{
usersLock.lockForWrite();
userList.removeAt(userList.indexOf(client));
usersLock.unlock();
Event_LeaveRoom event;
event.set_name(client->getUserInfo()->name());
sendRoomEvent(prepareRoomEvent(event));
emit roomInfoChanged(getInfo(false, false, true));
}
void Server_Room::addExternalUser(const ServerInfo_User &userInfo)
{
// This function is always called from the Server thread with server->roomsMutex locked.
ServerInfo_User_Container userInfoContainer(userInfo);
Event_JoinRoom event;
event.mutable_user_info()->CopyFrom(userInfoContainer.copyUserInfo(false));
sendRoomEvent(prepareRoomEvent(event), false);
usersLock.lockForWrite();
externalUsers.insert(QString::fromStdString(userInfo.name()), userInfoContainer);
usersLock.unlock();
emit roomInfoChanged(getInfo(false, false, true));
}
void Server_Room::removeExternalUser(const QString &name)
{
// This function is always called from the Server thread with server->roomsMutex locked.
usersLock.lockForWrite();
if (externalUsers.contains(name))
externalUsers.remove(name);
usersLock.unlock();
Event_LeaveRoom event;
event.set_name(name.toStdString());
sendRoomEvent(prepareRoomEvent(event), false);
emit roomInfoChanged(getInfo(false, false, true));
}
void Server_Room::updateExternalGameList(const ServerInfo_Game &gameInfo)
{
// This function is always called from the Server thread with server->roomsMutex locked.
gamesMutex.lock();
if (!gameInfo.has_player_count() && externalGames.contains(gameInfo.game_id()))
externalGames.remove(gameInfo.game_id());
else
externalGames.insert(gameInfo.game_id(), gameInfo);
gamesMutex.unlock();
broadcastGameListUpdate(gameInfo, false);
emit roomInfoChanged(getInfo(false, false, true));
}
Response::ResponseCode Server_Room::processJoinGameCommand(const Command_JoinGame &cmd, ResponseContainer &rc, Server_AbstractUserInterface *userInterface)
{
// This function is called from the Server thread and from the S_PH thread.
// server->roomsMutex is always locked.
QMutexLocker roomGamesLocker(&gamesMutex);
Server_Game *g = games.value(cmd.game_id());
if (!g) {
if (externalGames.contains(cmd.game_id())) {
CommandContainer cont;
cont.set_cmd_id(rc.getCmdId());
RoomCommand *roomCommand = cont.add_room_command();
roomCommand->GetReflection()->MutableMessage(roomCommand, cmd.GetDescriptor()->FindExtensionByName("ext"))->CopyFrom(cmd);
getServer()->sendIsl_RoomCommand(cont, externalGames.value(cmd.game_id()).server_id(), userInterface->getUserInfo()->session_id(), id);
return Response::RespNothing;
} else
return Response::RespNameNotFound;
}
QMutexLocker gameLocker(&g->gameMutex);
Response::ResponseCode result = g->checkJoin(userInterface->getUserInfo(), QString::fromStdString(cmd.password()), cmd.spectator(), cmd.override_restrictions());
if (result == Response::RespOk)
g->addPlayer(userInterface, rc, cmd.spectator());
return result;
}
void Server_Room::say(const QString &userName, const QString &s, bool sendToIsl)
{
Event_RoomSay event;
event.set_name(userName.toStdString());
event.set_message(s.toStdString());
sendRoomEvent(prepareRoomEvent(event), sendToIsl);
}
void Server_Room::sendRoomEvent(RoomEvent *event, bool sendToIsl)
{
usersLock.lockForRead();
for (int i = 0; i < userList.size(); ++i)
userList[i]->sendProtocolItem(*event);
usersLock.unlock();
if (sendToIsl)
static_cast<Server *>(parent())->sendIsl_RoomEvent(*event);
delete event;
}
void Server_Room::broadcastGameListUpdate(ServerInfo_Game gameInfo, bool sendToIsl)
{
Event_ListGames event;
event.add_game_list()->CopyFrom(gameInfo);
sendRoomEvent(prepareRoomEvent(event), sendToIsl);
}
void Server_Room::addGame(Server_Game *game)
{
// Lock gamesMutex before calling this
game->moveToThread(thread());
connect(game, SIGNAL(gameInfoChanged(ServerInfo_Game)), this, SLOT(broadcastGameListUpdate(ServerInfo_Game)));
game->gameMutex.lock();
games.insert(game->getGameId(), game);
emit gameListChanged(game->getInfo());
game->gameMutex.unlock();
emit roomInfoChanged(getInfo(false, false, true));
}
void Server_Room::removeGame(Server_Game *game)
{
// No need to lock gamesMutex or gameMutex. This method is only
// called from ~Server_Game, which locks both mutexes anyway beforehand.
disconnect(game, 0, this, 0);
emit gameListChanged(game->getInfo());
games.remove(game->getGameId());
emit roomInfoChanged(getInfo(false, false, true));
}
int Server_Room::getGamesCreatedByUser(const QString &userName) const
{
QMutexLocker locker(&gamesMutex);
QMapIterator<int, Server_Game *> gamesIterator(games);
int result = 0;
while (gamesIterator.hasNext())
if (gamesIterator.next().value()->getCreatorInfo()->name() == userName.toStdString())
++result;
return result;
}
QList<ServerInfo_Game> Server_Room::getGamesOfUser(const QString &userName) const
{
QMutexLocker locker(&gamesMutex);
QList<ServerInfo_Game> result;
QMapIterator<int, Server_Game *> gamesIterator(games);
while (gamesIterator.hasNext()) {
Server_Game *game = gamesIterator.next().value();
if (game->containsUser(userName))
result.append(game->getInfo());
}
return result;
}