135 lines
4.7 KiB
C++
135 lines
4.7 KiB
C++
/***************************************************************************
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* Copyright (C) 2008 by Max-Wilhelm Bruker *
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* brukie@laptop *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "server.h"
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#include "server_game.h"
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#include "server_counter.h"
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#include "server_room.h"
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#include "server_protocolhandler.h"
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#include "protocol_datastructures.h"
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#include <QDebug>
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Server::Server(QObject *parent)
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: QObject(parent), serverMutex(QMutex::Recursive), nextGameId(0)
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{
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}
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Server::~Server()
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{
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while (!clients.isEmpty())
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delete clients.takeFirst();
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}
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AuthenticationResult Server::loginUser(Server_ProtocolHandler *session, QString &name, const QString &password)
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{
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QMutexLocker locker(&serverMutex);
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if (name.size() > 35)
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name = name.left(35);
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AuthenticationResult authState = checkUserPassword(name, password);
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if (authState == PasswordWrong)
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return authState;
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if (authState == PasswordRight) {
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if (users.contains(name))
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return WouldOverwriteOldSession;
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} else if (authState == UnknownUser) {
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// Change user name so that no two users have the same names,
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// don't interfere with registered user names though.
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QString tempName = name;
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int i = 0;
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while (users.contains(tempName) || userExists(tempName))
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tempName = name + "_" + QString::number(++i);
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name = tempName;
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}
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ServerInfo_User *data = getUserData(name);
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name = data->getName(); // Compensate for case indifference
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session->setUserInfo(data);
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users.insert(name, session);
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Event_UserJoined *event = new Event_UserJoined(new ServerInfo_User(data, false));
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getAcceptsUserListChanges())
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clients[i]->sendProtocolItem(event, false);
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delete event;
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return authState;
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}
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void Server::addClient(Server_ProtocolHandler *client)
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{
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QMutexLocker locker(&serverMutex);
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clients << client;
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}
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void Server::removeClient(Server_ProtocolHandler *client)
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{
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QMutexLocker locker(&serverMutex);
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clients.removeAt(clients.indexOf(client));
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ServerInfo_User *data = client->getUserInfo();
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if (data) {
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Event_UserLeft *event = new Event_UserLeft(data->getName());
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getAcceptsUserListChanges())
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clients[i]->sendProtocolItem(event, false);
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delete event;
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users.remove(data->getName());
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}
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qDebug() << "Server::removeClient: " << clients.size() << "clients; " << users.size() << "users left";
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}
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void Server::broadcastRoomUpdate()
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{
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QMutexLocker locker(&serverMutex);
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Server_Room *room = static_cast<Server_Room *>(sender());
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QList<ServerInfo_Room *> eventRoomList;
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room->roomMutex.lock();
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eventRoomList.append(new ServerInfo_Room(room->getId(), room->getName(), room->getDescription(), room->getGames().size(), room->size(), room->getAutoJoin()));
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room->roomMutex.unlock();
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Event_ListRooms *event = new Event_ListRooms(eventRoomList);
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getAcceptsRoomListChanges())
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clients[i]->sendProtocolItem(event, false);
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delete event;
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}
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void Server::gameCreated(Server_Game *game)
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{
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QMutexLocker locker(&serverMutex);
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games.insert(game->getGameId(), game);
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}
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void Server::gameClosing(int gameId)
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{
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QMutexLocker locker(&serverMutex);
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qDebug("Server::gameClosing");
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games.remove(gameId);
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}
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void Server::addRoom(Server_Room *newRoom)
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{
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QMutexLocker locker(&serverMutex);
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rooms.insert(newRoom->getId(), newRoom);
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connect(newRoom, SIGNAL(roomInfoChanged()), this, SLOT(broadcastRoomUpdate()));
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connect(newRoom, SIGNAL(gameCreated(Server_Game *)), this, SLOT(gameCreated(Server_Game *)));
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connect(newRoom, SIGNAL(gameClosing(int)), this, SLOT(gameClosing(int)));
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}
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