servatrice/common/server.cpp
Max-Wilhelm Bruker eca941201d more mutexes
2011-03-22 22:46:15 +01:00

142 lines
5 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_game.h"
#include "server_counter.h"
#include "server_room.h"
#include "server_protocolhandler.h"
#include "protocol_datastructures.h"
#include <QDebug>
Server::Server(QObject *parent)
: QObject(parent), nextGameId(0)
{
}
Server::~Server()
{
while (!clients.isEmpty())
delete clients.takeFirst();
}
AuthenticationResult Server::loginUser(Server_ProtocolHandler *session, QString &name, const QString &password)
{
QMutexLocker locker(&serverMutex);
if (name.size() > 35)
name = name.left(35);
AuthenticationResult authState = checkUserPassword(name, password);
if (authState == PasswordWrong)
return authState;
if (authState == PasswordRight) {
Server_ProtocolHandler *oldSession = users.value(name);
if (oldSession) {
if (!(oldSession->getUserInfo()->getUserLevel() & ServerInfo_User::IsRegistered))
return WouldOverwriteOldSession;
delete oldSession; // ~Server_ProtocolHandler() will call Server::removeClient
}
} else if (authState == UnknownUser) {
// Change user name so that no two users have the same names,
// don't interfere with registered user names though.
QString tempName = name;
int i = 0;
while (users.contains(tempName) || userExists(tempName))
tempName = name + "_" + QString::number(++i);
name = tempName;
}
ServerInfo_User *data = getUserData(name);
name = data->getName(); // Compensate for case indifference
session->setUserInfo(data);
users.insert(name, session);
Event_UserJoined *event = new Event_UserJoined(new ServerInfo_User(data, false));
for (int i = 0; i < clients.size(); ++i)
if (clients[i]->getAcceptsUserListChanges())
clients[i]->sendProtocolItem(event, false);
delete event;
return authState;
}
void Server::addClient(Server_ProtocolHandler *client)
{
QMutexLocker locker(&serverMutex);
clients << client;
}
void Server::removeClient(Server_ProtocolHandler *client)
{
QMutexLocker locker(&serverMutex);
clients.removeAt(clients.indexOf(client));
ServerInfo_User *data = client->getUserInfo();
if (data) {
Event_UserLeft *event = new Event_UserLeft(data->getName());
for (int i = 0; i < clients.size(); ++i)
if (clients[i]->getAcceptsUserListChanges())
clients[i]->sendProtocolItem(event, false);
delete event;
users.remove(data->getName());
}
qDebug() << "Server::removeClient: " << clients.size() << "clients; " << users.size() << "users left";
}
Server_Game *Server::getGame(int gameId) const
{
return games.value(gameId);
}
void Server::broadcastRoomUpdate()
{
QMutexLocker locker(&serverMutex);
Server_Room *room = static_cast<Server_Room *>(sender());
QList<ServerInfo_Room *> eventRoomList;
eventRoomList.append(new ServerInfo_Room(room->getId(), room->getName(), room->getDescription(), room->getGames().size(), room->size(), room->getAutoJoin()));
Event_ListRooms *event = new Event_ListRooms(eventRoomList);
for (int i = 0; i < clients.size(); ++i)
if (clients[i]->getAcceptsRoomListChanges())
clients[i]->sendProtocolItem(event, false);
delete event;
}
void Server::gameCreated(Server_Game *game)
{
QMutexLocker locker(&serverMutex);
games.insert(game->getGameId(), game);
}
void Server::gameClosing(int gameId)
{
QMutexLocker locker(&serverMutex);
qDebug("Server::gameClosing");
games.remove(gameId);
}
void Server::addRoom(Server_Room *newRoom)
{
QMutexLocker locker(&serverMutex);
rooms.insert(newRoom->getId(), newRoom);
connect(newRoom, SIGNAL(roomInfoChanged()), this, SLOT(broadcastRoomUpdate()));
connect(newRoom, SIGNAL(gameCreated(Server_Game *)), this, SLOT(gameCreated(Server_Game *)));
connect(newRoom, SIGNAL(gameClosing(int)), this, SLOT(gameClosing(int)));
}