Add lock around deleting arrows for commanding cards Add support for Qt6 w/ Backwards Qt5 Handle Qt5/6 cross compilation better Last cleanups caps matter Fix serv Prevent crash on 6.3.0 Linux & bump to 5.8 min Prevent out of bounds indexing Delete shutdown timer if it exists Fixup ticket comments, remove unneeded guards Try to add support for missing OSes Update .ci/release_template.md Update PR based on comments Update XML name after done and remove Hirsute Address local game crash Address comments from PR (again) Tests don't work on mac, will see if a problem on other OSes make soundengine more consistent across qt versions disable tests on distros that are covered by others Fix Oracle Crash due to bad memory access Update Oracle to use new Qt6 way of adding translations Add support for Qt5/Qt6 compiling of Cockatrice Remove unneeded calls to QtMath/cmath/math.h Update how we handle bitwise comparisons for enums with Tray Icon Change header guards to not duplicate function Leave comment & Fix Path for GHA Qt Update common/server.h Update cockatrice/src/window_main.cpp Rollback change on cmake module path for NSIS check docker image requirements add size limit to ccache put variables in quotes properly set build type on mac avoid names used in cmake fix up cmake module path cmake 3.10 does not recognize prepend Support Tests in FindQtRuntime set ccache size on non debug builds as well immediately return when removing non existing client handle incTxBytes with a signal instead don't set common link libraries in cockatrice/CMakeLists.txt add comments set macos qt version to 6 Try upgrading XCode versions to latest they can be supported on Ensure Qt gets linked add tmate so i can see what's going on Qt6 points two directories further down than Qt5 with regard to the top lib path, so we need to account for this Establish Plugins directory for Qt6 Establish TLS plugins for Qt6 services Minor change for release channel network manager Let windows build in parallel cores Wrong symbols Qt6 patch up for signal add missing qt6 package on deb builds boolean expressions are hard negative indexes should go to the end Intentionally fail cache move size checks to individual zone types Hardcode libs needed for building on Windows, as the regex was annoying Update wording use the --parallel option in all builds clean up the .ci scripts some more tweak fedora build add os parameter to compile.sh I don't really like this but it seems the easiest way I'd prefer if these types of quirks would live in the main configuration file, the yml fixup yml readd appended cache key to vcpkg step fix windows 32 quirk the json hash is already added to the key as well remove os parameter and clean up ci files set name_build.sh to output relative paths set backwards compatible version of xcode and qt on mac set QTDIR for mac builds on qt5 has no effect for qt6 export BUILD_DIR to name_build.sh merge mac build steps merge homebrew steps, set package suffix link qt5 remove brew link set qtdir to qt5 only compile.sh vars need to be empty not 0 fix sets manager search bar on qt 5.12/15 fix oracle subprocess errors being ignored on qt 5 clean up translation loading move en@source translation file so it will not get included in packages NOTE: this needs to be done at transifex as well! Use generator platform over osname Short circuit if not Win defined
787 lines
28 KiB
C++
787 lines
28 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_game.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_delete_arrow.pb.h"
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#include "pb/event_game_closed.pb.h"
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#include "pb/event_game_host_changed.pb.h"
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#include "pb/event_game_joined.pb.h"
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#include "pb/event_game_state_changed.pb.h"
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#include "pb/event_join.pb.h"
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#include "pb/event_kicked.pb.h"
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#include "pb/event_leave.pb.h"
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#include "pb/event_player_properties_changed.pb.h"
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#include "pb/event_replay_added.pb.h"
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#include "pb/event_set_active_phase.pb.h"
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#include "pb/event_set_active_player.pb.h"
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#include "pb/game_replay.pb.h"
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#include "pb/serverinfo_playerping.pb.h"
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#include "server.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 "server_player.h"
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#include "server_protocolhandler.h"
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#include "server_room.h"
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#include <QDebug>
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#include <QTimer>
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#include <google/protobuf/descriptor.h>
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Server_Game::Server_Game(const ServerInfo_User &_creatorInfo,
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int _gameId,
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const QString &_description,
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const QString &_password,
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int _maxPlayers,
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const QList<int> &_gameTypes,
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bool _onlyBuddies,
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bool _onlyRegistered,
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bool _spectatorsAllowed,
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bool _spectatorsNeedPassword,
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bool _spectatorsCanTalk,
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bool _spectatorsSeeEverything,
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Server_Room *_room)
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: QObject(), room(_room), nextPlayerId(0), hostId(0), creatorInfo(new ServerInfo_User(_creatorInfo)),
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gameStarted(false), gameClosed(false), gameId(_gameId), password(_password), maxPlayers(_maxPlayers),
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gameTypes(_gameTypes), activePlayer(-1), activePhase(-1), onlyBuddies(_onlyBuddies),
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onlyRegistered(_onlyRegistered), spectatorsAllowed(_spectatorsAllowed),
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spectatorsNeedPassword(_spectatorsNeedPassword), spectatorsCanTalk(_spectatorsCanTalk),
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spectatorsSeeEverything(_spectatorsSeeEverything), inactivityCounter(0), startTimeOfThisGame(0),
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secondsElapsed(0), firstGameStarted(false), turnOrderReversed(false), startTime(QDateTime::currentDateTime()),
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pingClock(nullptr),
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#if (QT_VERSION >= QT_VERSION_CHECK(5, 14, 0))
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gameMutex()
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#else
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gameMutex(QMutex::Recursive)
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#endif
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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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for (auto *player : players.values()) {
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player->prepareDestroy();
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}
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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 (auto *replay : replayList) {
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delete replay;
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}
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replayList.clear();
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room = nullptr;
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currentReplay = nullptr;
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creatorInfo = nullptr;
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if (pingClock) {
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delete pingClock;
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pingClock = nullptr;
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}
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qDebug() << "Server_Game destructor: gameId=" << gameId;
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deleteLater();
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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).toSecsSinceEpoch());
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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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for (auto playerName : allPlayersEver) {
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replayMatchInfo->add_player_names(playerName.toStdString());
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}
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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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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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for (auto userName : allPlayersEver + allSpectatorsEver) {
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Server_AbstractUserInterface *userHandler = server->findUser(userName);
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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,
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allSpectatorsEver, replayList);
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}
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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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bool allPlayersInactive = true;
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int playerCount = 0;
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for (auto *player : players) {
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if (player == nullptr)
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continue;
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if (!player->getSpectator()) {
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++playerCount;
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}
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int oldPingTime = player->getPingTime();
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int newPingTime;
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{
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QMutexLocker playerMutexLocker(&player->playerMutex);
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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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}
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}
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if ((newPingTime != -1) && (!player->getSpectator() || player->getPlayerId() == hostId)) {
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allPlayersInactive = false;
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}
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if ((abs(oldPingTime - newPingTime) > 1) || ((newPingTime == -1) && (oldPingTime != -1)) ||
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((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 (((maxTime > 0) && (++inactivityCounter >= maxTime)) || (playerCount < maxPlayers)) {
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deleteLater();
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}
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} else {
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inactivityCounter = 0;
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}
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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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int result = 0;
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for (Server_Player *player : players.values()) {
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if (!player->getSpectator())
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++result;
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}
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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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int result = 0;
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for (Server_Player *player : players.values()) {
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if (player->getSpectator())
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++result;
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}
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return result;
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}
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void Server_Game::createGameStateChangedEvent(Event_GameStateChanged *event,
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Server_Player *playerWhosAsking,
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bool omniscient,
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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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for (Server_Player *otherPlayer : players.values()) {
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otherPlayer->getInfo(event->add_player_list(), playerWhosAsking, omniscient, withUserInfo);
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}
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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
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// the data we used for the replay. All spectators are equal, so we don't need to make a createGameStateChangedEvent
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// 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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for (Server_Player *player : players.values()) {
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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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for (Server_Player *player : players.values()) {
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if (!player->getReadyStart() && !player->getSpectator())
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return;
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}
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for (Server_Player *player : players.values()) {
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if (!player->getSpectator())
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player->setupZones();
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}
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gameStarted = true;
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for (Server_Player *player : players.values()) {
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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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int playing = 0;
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for (Server_Player *player : players.values()) {
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if (!player->getConceded() && !player->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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for (Server_Player *player : players.values()) {
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player->clearZones();
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player->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,
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const QString &_password,
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bool spectator,
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bool overrideRestrictions,
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bool asJudge)
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{
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Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
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for (Server_Player *player : players.values()) {
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if (player->getUserInfo()->name() == user->name())
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return Response::RespContextError;
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}
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if (asJudge && !(user->user_level() & ServerInfo_User::IsJudge)) {
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return Response::RespUserLevelTooLow;
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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()),
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QString::fromStdString(user->name())))
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return Response::RespOnlyBuddies;
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if (databaseInterface->isInIgnoreList(QString::fromStdString(creatorInfo->name()),
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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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for (Server_Player *player : players.values()) {
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if (player->getUserInfo()->name() == userName.toStdString())
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return true;
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}
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return false;
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}
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void Server_Game::addPlayer(Server_AbstractUserInterface *userInterface,
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ResponseContainer &rc,
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bool spectator,
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bool judge,
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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),
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spectator, judge, 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());
|
|
players.insert(newPlayer->getPlayerId(), newPlayer);
|
|
if (spectator) {
|
|
allSpectatorsEver.insert(playerName);
|
|
} else {
|
|
allPlayersEver.insert(playerName);
|
|
|
|
// if the original creator of the game joins, give them host status back
|
|
// FIXME: transferring host to spectators has side effects
|
|
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, Event_Leave::LeaveReason reason)
|
|
{
|
|
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);
|
|
|
|
Event_Leave event;
|
|
event.set_reason(reason);
|
|
ges.enqueueGameEvent(event, player->getPlayerId());
|
|
ges.sendToGame(this);
|
|
|
|
bool playerActive = activePlayer == player->getPlayerId();
|
|
bool playerHost = hostId == player->getPlayerId();
|
|
bool spectator = player->getSpectator();
|
|
player->prepareDestroy();
|
|
|
|
if (playerHost) {
|
|
int newHostId = -1;
|
|
for (Server_Player *otherPlayer : players.values()) {
|
|
if (!otherPlayer->getSpectator()) {
|
|
newHostId = otherPlayer->getPlayerId();
|
|
break;
|
|
}
|
|
}
|
|
if (newHostId != -1) {
|
|
hostId = newHostId;
|
|
sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
|
|
} else {
|
|
gameClosed = true;
|
|
deleteLater();
|
|
return;
|
|
}
|
|
}
|
|
if (!spectator) {
|
|
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.
|
|
for (Server_Player *otherPlayer : players.values()) {
|
|
QList<Server_Arrow *> arrows = otherPlayer->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, otherPlayer->getPlayerId());
|
|
|
|
otherPlayer->deleteArrow(toDelete[i]->getId());
|
|
}
|
|
}
|
|
}
|
|
|
|
void Server_Game::unattachCards(GameEventStorage &ges, Server_Player *player)
|
|
{
|
|
QMutexLocker locker(&gameMutex);
|
|
|
|
for (auto zone : player->getZones()) {
|
|
for (auto card : zone->getCards()) {
|
|
// Make a copy of the list because the original one gets modified during the loop
|
|
QList<Server_Card *> attachedCards = card->getAttachedCards();
|
|
for (Server_Card *attachedCard : attachedCards) {
|
|
auto otherPlayer = attachedCard->getZone()->getPlayer();
|
|
// do not modify the current player's zone!
|
|
// this would cause the current card iterator to be invalidated!
|
|
// we only have to return cards owned by other players
|
|
// because the current player is leaving the game anyway
|
|
if (otherPlayer != player) {
|
|
otherPlayer->unattachCard(ges, attachedCard);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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, Event_Leave::USER_KICKED);
|
|
|
|
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);
|
|
|
|
for (Server_Player *player : players.values()) {
|
|
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 {
|
|
if (turnOrderReversed) {
|
|
--listPos;
|
|
if (listPos < 0) {
|
|
listPos = keys.size() - 1;
|
|
}
|
|
} else {
|
|
++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_judge(player->getJudge());
|
|
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);
|
|
|
|
for (Server_Player *player : players.values()) {
|
|
player->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);
|
|
for (Server_Player *player : players.values()) {
|
|
const bool playerPrivate =
|
|
(player->getPlayerId() == privatePlayerId) || (player->getSpectator() && spectatorsSeeEverything);
|
|
if ((recipients.testFlag(GameEventStorageItem::SendToPrivate) && playerPrivate) ||
|
|
(recipients.testFlag(GameEventStorageItem::SendToOthers) && !playerPrivate))
|
|
player->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 (auto type : gameTypes) {
|
|
result.add_game_types(type);
|
|
}
|
|
|
|
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.toSecsSinceEpoch());
|
|
}
|
|
}
|