* 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
741 lines
27 KiB
C++
741 lines
27 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_room.h"
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#include "server_game.h"
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#include "server_player.h"
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#include "server_protocolhandler.h"
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#include "server_arrow.h"
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#include "server_card.h"
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#include "server_cardzone.h"
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#include "server_database_interface.h"
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#include "decklist.h"
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#include "pb/context_connection_state_changed.pb.h"
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#include "pb/context_ping_changed.pb.h"
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#include "pb/event_player_properties_changed.pb.h"
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#include "pb/event_game_closed.pb.h"
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#include "pb/event_game_joined.pb.h"
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#include "pb/event_game_host_changed.pb.h"
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#include "pb/event_game_state_changed.pb.h"
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#include "pb/event_kicked.pb.h"
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#include "pb/event_join.pb.h"
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#include "pb/event_leave.pb.h"
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#include "pb/event_delete_arrow.pb.h"
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#include "pb/event_set_active_player.pb.h"
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#include "pb/event_set_active_phase.pb.h"
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#include "pb/serverinfo_playerping.pb.h"
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#include "pb/game_replay.pb.h"
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#include "pb/event_replay_added.pb.h"
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#include <google/protobuf/descriptor.h>
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#include <QTimer>
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#include <QDebug>
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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)
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: QObject(),
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room(_room),
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nextPlayerId(0),
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hostId(0),
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creatorInfo(new ServerInfo_User(_creatorInfo)),
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gameStarted(false),
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gameClosed(false),
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gameId(_gameId),
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password(_password),
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maxPlayers(_maxPlayers),
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gameTypes(_gameTypes),
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activePlayer(-1),
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activePhase(-1),
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onlyBuddies(_onlyBuddies),
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onlyRegistered(_onlyRegistered),
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spectatorsAllowed(_spectatorsAllowed),
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spectatorsNeedPassword(_spectatorsNeedPassword),
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spectatorsCanTalk(_spectatorsCanTalk),
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spectatorsSeeEverything(_spectatorsSeeEverything),
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inactivityCounter(0),
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startTimeOfThisGame(0),
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secondsElapsed(0),
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firstGameStarted(false),
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startTime(QDateTime::currentDateTime()),
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gameMutex(QMutex::Recursive)
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{
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currentReplay = new GameReplay;
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currentReplay->set_replay_id(room->getServer()->getDatabaseInterface()->getNextReplayId());
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description = _description.simplified();
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connect(this, SIGNAL(sigStartGameIfReady()), this, SLOT(doStartGameIfReady()), Qt::QueuedConnection);
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getInfo(*currentReplay->mutable_game_info());
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if (room->getServer()->getGameShouldPing()) {
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pingClock = new QTimer(this);
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connect(pingClock, SIGNAL(timeout()), this, SLOT(pingClockTimeout()));
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pingClock->start(1000);
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}
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}
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Server_Game::~Server_Game()
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{
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room->gamesLock.lockForWrite();
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gameMutex.lock();
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gameClosed = true;
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sendGameEventContainer(prepareGameEvent(Event_GameClosed(), -1));
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QMapIterator<int, Server_Player *> playerIterator(players);
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while (playerIterator.hasNext())
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playerIterator.next().value()->prepareDestroy();
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players.clear();
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room->removeGame(this);
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delete creatorInfo;
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creatorInfo = 0;
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gameMutex.unlock();
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room->gamesLock.unlock();
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currentReplay->set_duration_seconds(secondsElapsed - startTimeOfThisGame);
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replayList.append(currentReplay);
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storeGameInformation();
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for (int i = 0; i < replayList.size(); ++i)
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delete replayList[i];
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qDebug() << "Server_Game destructor: gameId=" << gameId;
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}
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void Server_Game::storeGameInformation()
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{
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const ServerInfo_Game &gameInfo = replayList.first()->game_info();
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Event_ReplayAdded replayEvent;
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ServerInfo_ReplayMatch *replayMatchInfo = replayEvent.mutable_match_info();
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replayMatchInfo->set_game_id(gameInfo.game_id());
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replayMatchInfo->set_room_name(room->getName().toStdString());
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replayMatchInfo->set_time_started(QDateTime::currentDateTime().addSecs(-secondsElapsed).toTime_t());
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replayMatchInfo->set_length(secondsElapsed);
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replayMatchInfo->set_game_name(gameInfo.description());
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const QStringList &allGameTypes = room->getGameTypes();
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QStringList gameTypes;
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for (int i = gameInfo.game_types_size() - 1; i >= 0; --i)
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gameTypes.append(allGameTypes[gameInfo.game_types(i)]);
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QSetIterator<QString> playerIterator(allPlayersEver);
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while (playerIterator.hasNext())
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replayMatchInfo->add_player_names(playerIterator.next().toStdString());
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for (int i = 0; i < replayList.size(); ++i) {
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ServerInfo_Replay *replayInfo = replayMatchInfo->add_replay_list();
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replayInfo->set_replay_id(replayList[i]->replay_id());
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replayInfo->set_replay_name(gameInfo.description());
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replayInfo->set_duration(replayList[i]->duration_seconds());
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}
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QSet<QString> allUsersInGame = allPlayersEver + allSpectatorsEver;
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QSetIterator<QString> allUsersIterator(allUsersInGame);
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SessionEvent *sessionEvent = Server_ProtocolHandler::prepareSessionEvent(replayEvent);
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Server *server = room->getServer();
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server->clientsLock.lockForRead();
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while (allUsersIterator.hasNext()) {
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Server_AbstractUserInterface *userHandler = server->findUser(allUsersIterator.next());
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if (userHandler && server->getStoreReplaysEnabled())
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userHandler->sendProtocolItem(*sessionEvent);
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}
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server->clientsLock.unlock();
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delete sessionEvent;
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if (server->getStoreReplaysEnabled())
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server->getDatabaseInterface()->storeGameInformation(room->getName(), gameTypes, gameInfo, allPlayersEver, allSpectatorsEver, replayList);
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}
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void Server_Game::pingClockTimeout()
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{
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QMutexLocker locker(&gameMutex);
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++secondsElapsed;
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GameEventStorage ges;
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ges.setGameEventContext(Context_PingChanged());
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QList<ServerInfo_PlayerPing *> pingList;
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QMapIterator<int, Server_Player *> playerIterator(players);
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bool allPlayersInactive = true;
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int playerCount = 0;
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while (playerIterator.hasNext()) {
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Server_Player *player = playerIterator.next().value();
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if (!player->getSpectator())
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++playerCount;
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const int oldPingTime = player->getPingTime();
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player->playerMutex.lock();
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int newPingTime;
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if (player->getUserInterface())
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newPingTime = player->getUserInterface()->getLastCommandTime();
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else
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newPingTime = -1;
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player->playerMutex.unlock();
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if ((newPingTime != -1) && !player->getSpectator())
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allPlayersInactive = false;
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if ((abs(oldPingTime - newPingTime) > 1) || ((newPingTime == -1) && (oldPingTime != -1)) || ((newPingTime != -1) && (oldPingTime == -1))) {
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player->setPingTime(newPingTime);
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Event_PlayerPropertiesChanged event;
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event.mutable_player_properties()->set_ping_seconds(newPingTime);
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ges.enqueueGameEvent(event, player->getPlayerId());
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}
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}
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ges.sendToGame(this);
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const int maxTime = room->getServer()->getMaxGameInactivityTime();
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if (allPlayersInactive) {
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if (((++inactivityCounter >= maxTime) && (maxTime > 0)) || (playerCount < maxPlayers))
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deleteLater();
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} else
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inactivityCounter = 0;
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}
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int Server_Game::getPlayerCount() const
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{
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QMutexLocker locker(&gameMutex);
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QMapIterator<int, Server_Player *> playerIterator(players);
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int result = 0;
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while (playerIterator.hasNext())
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if (!playerIterator.next().value()->getSpectator())
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++result;
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return result;
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}
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int Server_Game::getSpectatorCount() const
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{
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QMutexLocker locker(&gameMutex);
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QMapIterator<int, Server_Player *> playerIterator(players);
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int result = 0;
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while (playerIterator.hasNext())
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if (playerIterator.next().value()->getSpectator())
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++result;
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return result;
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}
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void Server_Game::createGameStateChangedEvent(Event_GameStateChanged *event, Server_Player *playerWhosAsking, bool omniscient, bool withUserInfo)
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{
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event->set_seconds_elapsed(secondsElapsed);
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if (gameStarted) {
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event->set_game_started(true);
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event->set_active_player_id(0);
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event->set_active_phase(0);
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} else
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event->set_game_started(false);
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QMapIterator<int, Server_Player *> playerIterator(players);
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while (playerIterator.hasNext())
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playerIterator.next().value()->getInfo(event->add_player_list(), playerWhosAsking, omniscient, withUserInfo);
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}
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void Server_Game::sendGameStateToPlayers()
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{
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// game state information for replay and omniscient spectators
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Event_GameStateChanged omniscientEvent;
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createGameStateChangedEvent(&omniscientEvent, 0, true, false);
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GameEventContainer *replayCont = prepareGameEvent(omniscientEvent, -1);
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replayCont->set_seconds_elapsed(secondsElapsed - startTimeOfThisGame);
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replayCont->clear_game_id();
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currentReplay->add_event_list()->CopyFrom(*replayCont);
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delete replayCont;
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// If spectators are not omniscient, we need an additional createGameStateChangedEvent call, otherwise we can use the data we used for the replay.
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// All spectators are equal, so we don't need to make a createGameStateChangedEvent call for each one.
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Event_GameStateChanged spectatorEvent;
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if (spectatorsSeeEverything)
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spectatorEvent = omniscientEvent;
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else
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createGameStateChangedEvent(&spectatorEvent, 0, false, false);
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// send game state info to clients according to their role in the game
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QMapIterator<int, Server_Player *> playerIterator(players);
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while (playerIterator.hasNext()) {
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Server_Player *player = playerIterator.next().value();
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GameEventContainer *gec;
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if (player->getSpectator())
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gec = prepareGameEvent(spectatorEvent, -1);
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else {
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Event_GameStateChanged event;
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createGameStateChangedEvent(&event, player, false, false);
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gec = prepareGameEvent(event, -1);
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}
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player->sendGameEvent(*gec);
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delete gec;
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}
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}
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void Server_Game::doStartGameIfReady()
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{
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Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
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QMutexLocker locker(&gameMutex);
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if (getPlayerCount() < maxPlayers)
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return;
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QMapIterator<int, Server_Player *> playerIterator(players);
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while (playerIterator.hasNext()) {
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Server_Player *p = playerIterator.next().value();
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if (!p->getReadyStart() && !p->getSpectator())
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return;
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}
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playerIterator.toFront();
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while (playerIterator.hasNext()) {
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Server_Player *p = playerIterator.next().value();
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if (!p->getSpectator())
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p->setupZones();
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}
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gameStarted = true;
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playerIterator.toFront();
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while (playerIterator.hasNext()) {
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Server_Player *player = playerIterator.next().value();
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player->setConceded(false);
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player->setReadyStart(false);
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}
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if (firstGameStarted) {
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currentReplay->set_duration_seconds(secondsElapsed - startTimeOfThisGame);
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replayList.append(currentReplay);
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currentReplay = new GameReplay;
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currentReplay->set_replay_id(databaseInterface->getNextReplayId());
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ServerInfo_Game *gameInfo = currentReplay->mutable_game_info();
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getInfo(*gameInfo);
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gameInfo->set_started(false);
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Event_GameStateChanged omniscientEvent;
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createGameStateChangedEvent(&omniscientEvent, 0, true, true);
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GameEventContainer *replayCont = prepareGameEvent(omniscientEvent, -1);
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replayCont->set_seconds_elapsed(0);
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replayCont->clear_game_id();
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currentReplay->add_event_list()->CopyFrom(*replayCont);
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delete replayCont;
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startTimeOfThisGame = secondsElapsed;
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} else
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firstGameStarted = true;
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sendGameStateToPlayers();
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activePlayer = -1;
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nextTurn();
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locker.unlock();
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ServerInfo_Game gameInfo;
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gameInfo.set_room_id(room->getId());
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gameInfo.set_game_id(gameId);
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gameInfo.set_started(true);
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emit gameInfoChanged(gameInfo);
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}
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void Server_Game::startGameIfReady()
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{
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emit sigStartGameIfReady();
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}
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void Server_Game::stopGameIfFinished()
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{
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QMutexLocker locker(&gameMutex);
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QMapIterator<int, Server_Player *> playerIterator(players);
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int playing = 0;
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while (playerIterator.hasNext()) {
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Server_Player *p = playerIterator.next().value();
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if (!p->getConceded() && !p->getSpectator())
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++playing;
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}
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if (playing > 1)
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return;
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gameStarted = false;
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playerIterator.toFront();
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while (playerIterator.hasNext()) {
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Server_Player *p = playerIterator.next().value();
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p->clearZones();
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p->setConceded(false);
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}
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sendGameStateToPlayers();
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locker.unlock();
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ServerInfo_Game gameInfo;
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gameInfo.set_room_id(room->getId());
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gameInfo.set_game_id(gameId);
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gameInfo.set_started(false);
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emit gameInfoChanged(gameInfo);
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}
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Response::ResponseCode Server_Game::checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions)
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{
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Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
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{
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QMapIterator<int, Server_Player *> playerIterator(players);
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while (playerIterator.hasNext())
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if (playerIterator.next().value()->getUserInfo()->name() == user->name())
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return Response::RespContextError;
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}
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if (!(overrideRestrictions && (user->user_level() & ServerInfo_User::IsModerator))) {
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if ((_password != password) && !(spectator && !spectatorsNeedPassword))
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return Response::RespWrongPassword;
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if (!(user->user_level() & ServerInfo_User::IsRegistered) && onlyRegistered)
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return Response::RespUserLevelTooLow;
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if (onlyBuddies && (user->name() != creatorInfo->name()))
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if (!databaseInterface->isInBuddyList(QString::fromStdString(creatorInfo->name()), QString::fromStdString(user->name())))
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return Response::RespOnlyBuddies;
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if (databaseInterface->isInIgnoreList(QString::fromStdString(creatorInfo->name()), QString::fromStdString(user->name())))
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return Response::RespInIgnoreList;
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if (spectator) {
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if (!spectatorsAllowed)
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return Response::RespSpectatorsNotAllowed;
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}
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}
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if (!spectator && (gameStarted || (getPlayerCount() >= getMaxPlayers())))
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return Response::RespGameFull;
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return Response::RespOk;
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}
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bool Server_Game::containsUser(const QString &userName) const
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{
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QMutexLocker locker(&gameMutex);
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QMapIterator<int, Server_Player *> playerIterator(players);
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while (playerIterator.hasNext())
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if (playerIterator.next().value()->getUserInfo()->name() == userName.toStdString())
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return true;
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return false;
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}
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void Server_Game::addPlayer(Server_AbstractUserInterface *userInterface, ResponseContainer &rc, bool spectator, bool broadcastUpdate)
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{
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QMutexLocker locker(&gameMutex);
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Server_Player *newPlayer = new Server_Player(this, nextPlayerId++, userInterface->copyUserInfo(true, true, true), spectator, userInterface);
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newPlayer->moveToThread(thread());
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Event_Join joinEvent;
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newPlayer->getProperties(*joinEvent.mutable_player_properties(), true);
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sendGameEventContainer(prepareGameEvent(joinEvent, -1));
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const QString playerName = QString::fromStdString(newPlayer->getUserInfo()->name());
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if (spectator)
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allSpectatorsEver.insert(playerName);
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else
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allPlayersEver.insert(playerName);
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players.insert(newPlayer->getPlayerId(), newPlayer);
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if (newPlayer->getUserInfo()->name() == creatorInfo->name()) {
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hostId = newPlayer->getPlayerId();
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sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
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}
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if (broadcastUpdate) {
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ServerInfo_Game gameInfo;
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gameInfo.set_room_id(room->getId());
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gameInfo.set_game_id(gameId);
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gameInfo.set_player_count(getPlayerCount());
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gameInfo.set_spectators_count(getSpectatorCount());
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emit gameInfoChanged(gameInfo);
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}
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if ((newPlayer->getUserInfo()->user_level() & ServerInfo_User::IsRegistered) && !spectator)
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room->getServer()->addPersistentPlayer(playerName, room->getId(), gameId, newPlayer->getPlayerId());
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userInterface->playerAddedToGame(gameId, room->getId(), newPlayer->getPlayerId());
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createGameJoinedEvent(newPlayer, rc, false);
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}
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void Server_Game::removePlayer(Server_Player *player)
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{
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room->getServer()->removePersistentPlayer(QString::fromStdString(player->getUserInfo()->name()), room->getId(), gameId, player->getPlayerId());
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|
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());
|
|
}
|
|
}
|