209 lines
12 KiB
C++
209 lines
12 KiB
C++
#ifndef SERVER_PROTOCOLHANDLER_H
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#define SERVER_PROTOCOLHANDLER_H
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#include <QObject>
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#include <QPair>
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#include "server.h"
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#include "pb/response.pb.h"
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#include "pb/server_message.pb.h"
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class Server_Player;
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class Server_Card;
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class ServerInfo_User;
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class Server_Room;
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class QTimer;
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class DeckList;
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class Message;
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class ServerMessage;
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class Response;
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class SessionEvent;
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class GameEventContainer;
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class RoomEvent;
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class GameEventStorage;
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class ResponseContainer;
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class CommandContainer;
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class Command_Ping;
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class Command_Login;
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class Command_Message;
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class Command_ListUsers;
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class Command_GetGamesOfUser;
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class Command_GetUserInfo;
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class Command_AddToList;
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class Command_RemoveFromList;
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class Command_DeckList;
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class Command_DeckNewDir;
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class Command_DeckDelDir;
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class Command_DeckDel;
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class Command_DeckDownload;
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class Command_DeckUpload;
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class Command_ReplayList;
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class Command_ReplayDownload;
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class Command_ReplayModifyMatch;
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class Command_ListRooms;
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class Command_JoinRoom;
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class Command_LeaveRoom;
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class Command_RoomSay;
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class Command_CreateGame;
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class Command_JoinGame;
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class Command_KickFromGame;
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class Command_LeaveGame;
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class Command_GameSay;
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class Command_Shuffle;
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class Command_Mulligan;
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class Command_RollDie;
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class Command_DrawCards;
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class Command_UndoDraw;
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class Command_FlipCard;
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class Command_AttachCard;
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class Command_CreateToken;
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class Command_CreateArrow;
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class Command_DeleteArrow;
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class Command_SetCardAttr;
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class Command_SetCardCounter;
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class Command_IncCardCounter;
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class Command_ReadyStart;
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class Command_Concede;
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class Command_IncCounter;
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class Command_CreateCounter;
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class Command_SetCounter;
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class Command_DelCounter;
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class Command_NextTurn;
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class Command_SetActivePhase;
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class Command_DumpZone;
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class Command_StopDumpZone;
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class Command_RevealCards;
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class Command_MoveCard;
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class Command_SetSideboardPlan;
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class Command_DeckSelect;
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class Command_BanFromServer;
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class Command_UpdateServerMessage;
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class Command_ShutdownServer;
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class Server_ProtocolHandler : public QObject {
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Q_OBJECT
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protected:
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Server *server;
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QMap<int, QPair<Server_Game *, Server_Player *> > games;
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QMap<int, Server_Room *> rooms;
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Server *getServer() const { return server; }
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QPair<Server_Game *, Server_Player *> getGame(int gameId) const;
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AuthenticationResult authState;
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bool acceptsUserListChanges;
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bool acceptsRoomListChanges;
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ServerInfo_User *userInfo;
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void prepareDestroy();
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int sessionId;
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private:
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QString thisUserName;
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QList<int> messageSizeOverTime, messageCountOverTime;
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int timeRunning, lastDataReceived;
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QTimer *pingClock;
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virtual void transmitProtocolItem(const ServerMessage &item) = 0;
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virtual DeckList *getDeckFromDatabase(int deckId) = 0;
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Response::ResponseCode cmdPing(const Command_Ping &cmd, ResponseContainer &rc);
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Response::ResponseCode cmdLogin(const Command_Login &cmd, ResponseContainer &rc);
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Response::ResponseCode cmdMessage(const Command_Message &cmd, ResponseContainer &rc);
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virtual Response::ResponseCode cmdAddToList(const Command_AddToList &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdRemoveFromList(const Command_RemoveFromList &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdDeckList(const Command_DeckList &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdDeckNewDir(const Command_DeckNewDir &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdDeckDelDir(const Command_DeckDelDir &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdDeckDel(const Command_DeckDel &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdDeckUpload(const Command_DeckUpload &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdDeckDownload(const Command_DeckDownload &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdReplayList(const Command_ReplayList &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdReplayDownload(const Command_ReplayDownload &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdReplayModifyMatch(const Command_ReplayModifyMatch &cmd, ResponseContainer &rc) = 0;
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Response::ResponseCode cmdGetGamesOfUser(const Command_GetGamesOfUser &cmd, ResponseContainer &rc);
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Response::ResponseCode cmdGetUserInfo(const Command_GetUserInfo &cmd, ResponseContainer &rc);
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Response::ResponseCode cmdListRooms(const Command_ListRooms &cmd, ResponseContainer &rc);
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Response::ResponseCode cmdJoinRoom(const Command_JoinRoom &cmd, ResponseContainer &rc);
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Response::ResponseCode cmdListUsers(const Command_ListUsers &cmd, ResponseContainer &rc);
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Response::ResponseCode cmdLeaveRoom(const Command_LeaveRoom &cmd, Server_Room *room, ResponseContainer &rc);
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Response::ResponseCode cmdRoomSay(const Command_RoomSay &cmd, Server_Room *room, ResponseContainer &rc);
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Response::ResponseCode cmdCreateGame(const Command_CreateGame &cmd, Server_Room *room, ResponseContainer &rc);
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Response::ResponseCode cmdJoinGame(const Command_JoinGame &cmd, Server_Room *room, ResponseContainer &rc);
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Response::ResponseCode cmdLeaveGame(const Command_LeaveGame &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdKickFromGame(const Command_KickFromGame &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdConcede(const Command_Concede &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdReadyStart(const Command_ReadyStart &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdDeckSelect(const Command_DeckSelect &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdSetSideboardPlan(const Command_SetSideboardPlan &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdGameSay(const Command_GameSay &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdShuffle(const Command_Shuffle &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdMulligan(const Command_Mulligan &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdRollDie(const Command_RollDie &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdDrawCards(const Command_DrawCards &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdUndoDraw(const Command_UndoDraw &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdMoveCard(const Command_MoveCard &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdFlipCard(const Command_FlipCard &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdAttachCard(const Command_AttachCard &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdCreateToken(const Command_CreateToken &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdCreateArrow(const Command_CreateArrow &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdDeleteArrow(const Command_DeleteArrow &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdSetCardAttr(const Command_SetCardAttr &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdSetCardCounter(const Command_SetCardCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdIncCardCounter(const Command_IncCardCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdIncCounter(const Command_IncCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdCreateCounter(const Command_CreateCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdSetCounter(const Command_SetCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdDelCounter(const Command_DelCounter &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdNextTurn(const Command_NextTurn &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdSetActivePhase(const Command_SetActivePhase &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdDumpZone(const Command_DumpZone &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdStopDumpZone(const Command_StopDumpZone &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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Response::ResponseCode cmdRevealCards(const Command_RevealCards &cmd, Server_Game *game, Server_Player *player, ResponseContainer &rc, GameEventStorage &ges);
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virtual Response::ResponseCode cmdBanFromServer(const Command_BanFromServer &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdShutdownServer(const Command_ShutdownServer &cmd, ResponseContainer &rc) = 0;
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virtual Response::ResponseCode cmdUpdateServerMessage(const Command_UpdateServerMessage &cmd, ResponseContainer &rc) = 0;
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Response::ResponseCode processSessionCommandContainer(const CommandContainer &cont, ResponseContainer &rc);
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Response::ResponseCode processRoomCommandContainer(const CommandContainer &cont, ResponseContainer &rc);
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Response::ResponseCode processGameCommandContainer(const CommandContainer &cont, ResponseContainer &rc);
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Response::ResponseCode processModeratorCommandContainer(const CommandContainer &cont, ResponseContainer &rc);
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Response::ResponseCode processAdminCommandContainer(const CommandContainer &cont, ResponseContainer &rc);
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private slots:
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void pingClockTimeout();
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signals:
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void logDebugMessage(const QString &message, Server_ProtocolHandler *session);
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public:
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QMutex gameListMutex;
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Server_ProtocolHandler(Server *_server, QObject *parent = 0);
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~Server_ProtocolHandler();
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void playerRemovedFromGame(Server_Game *game);
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bool getAcceptsUserListChanges() const { return acceptsUserListChanges; }
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bool getAcceptsRoomListChanges() const { return acceptsRoomListChanges; }
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ServerInfo_User *getUserInfo() const { return userInfo; }
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ServerInfo_User copyUserInfo(bool complete, bool moderatorInfo = false) const;
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const QString &getUserName() const { return thisUserName; }
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virtual QString getAddress() const = 0;
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void setUserInfo(const ServerInfo_User &_userInfo);
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int getSessionId() const { return sessionId; }
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void setSessionId(int _sessionId) { sessionId = _sessionId; }
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int getLastCommandTime() const { return timeRunning - lastDataReceived; }
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void processCommandContainer(const CommandContainer &cont);
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void sendProtocolItem(const Response &item);
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void sendProtocolItem(const SessionEvent &item);
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void sendProtocolItem(const GameEventContainer &item);
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void sendProtocolItem(const RoomEvent &item);
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void sendProtocolItem(ServerMessage::MessageType type, const ::google::protobuf::Message &item);
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static SessionEvent *prepareSessionEvent(const ::google::protobuf::Message &sessionEvent);
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};
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#endif
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