* 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
135 lines
6.6 KiB
C++
135 lines
6.6 KiB
C++
#ifndef SERVER_H
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#define SERVER_H
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#include <QObject>
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#include <QStringList>
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#include <QMap>
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#include <QMultiMap>
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#include <QMutex>
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#include <QReadWriteLock>
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#include "pb/commands.pb.h"
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#include "pb/serverinfo_user.pb.h"
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#include "pb/serverinfo_ban.pb.h"
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#include "pb/serverinfo_warning.pb.h"
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#include "pb/serverinfo_chat_message.pb.h"
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#include "server_player_reference.h"
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class Server_DatabaseInterface;
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class Server_Game;
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class Server_Room;
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class Server_ProtocolHandler;
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class Server_AbstractUserInterface;
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class GameReplay;
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class IslMessage;
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class SessionEvent;
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class RoomEvent;
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class DeckList;
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class ServerInfo_Game;
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class ServerInfo_Room;
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class Response;
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class GameEventContainer;
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class CommandContainer;
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class Command_JoinGame;
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enum AuthenticationResult { NotLoggedIn, PasswordRight, UnknownUser, WouldOverwriteOldSession, UserIsBanned, UsernameInvalid, RegistrationRequired, UserIsInactive, ClientIdRequired };
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class Server : public QObject
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{
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Q_OBJECT
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signals:
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void pingClockTimeout();
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void sigSendIslMessage(const IslMessage &message, int serverId);
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void endSession(qint64 sessionId);
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private slots:
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void broadcastRoomUpdate(const ServerInfo_Room &roomInfo, bool sendToIsl = false);
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public:
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mutable QReadWriteLock clientsLock, roomsLock; // locking order: roomsLock before clientsLock
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Server(QObject *parent = 0);
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~Server();
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AuthenticationResult loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reason, int &secondsLeft, QString &clientid, QString &clientVersion, QString &connectionType);
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const QMap<int, Server_Room *> &getRooms() { return rooms; }
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Server_AbstractUserInterface *findUser(const QString &userName) const;
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const QMap<QString, Server_ProtocolHandler *> &getUsers() const { return users; }
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const QMap<qint64, Server_ProtocolHandler *> &getUsersBySessionId() const { return usersBySessionId; }
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virtual QMap<QString, bool> getServerRequiredFeatureList() const { return QMap<QString, bool>(); }
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void addClient(Server_ProtocolHandler *player);
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void removeClient(Server_ProtocolHandler *player);
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QList<QString> getOnlineModeratorList();
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virtual QString getLoginMessage() const { return QString(); }
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virtual QString getRequiredFeatures() const { return QString(); }
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virtual bool permitUnregisteredUsers() const { return true; }
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virtual bool getGameShouldPing() const { return false; }
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virtual bool getClientIDRequiredEnabled() const { return false; }
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virtual bool getRegOnlyServerEnabled() const { return false; }
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virtual bool getMaxUserLimitEnabled() const { return false; }
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virtual bool getEnableLogQuery() const { return false; }
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virtual bool getStoreReplaysEnabled() const { return true; }
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virtual int getIdleClientTimeout() const { return 0; }
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virtual int getClientKeepAlive() const { return 0; }
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virtual int getMaxGameInactivityTime() const { return 9999999; }
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virtual int getMaxPlayerInactivityTime() const { return 9999999; }
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virtual int getMessageCountingInterval() const { return 0; }
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virtual int getMaxMessageCountPerInterval() const { return 0; }
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virtual int getMaxMessageSizePerInterval() const { return 0; }
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virtual int getMaxGamesPerUser() const { return 0; }
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virtual int getCommandCountingInterval() const { return 0; }
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virtual int getMaxCommandCountPerInterval() const { return 0; }
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virtual int getMaxUserTotal() const { return 9999999; }
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virtual int getServerID() const { return 0; }
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Server_DatabaseInterface *getDatabaseInterface() const;
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int getNextLocalGameId() { QMutexLocker locker(&nextLocalGameIdMutex); return ++nextLocalGameId; }
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void sendIsl_Response(const Response &item, int serverId = -1, qint64 sessionId = -1);
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void sendIsl_SessionEvent(const SessionEvent &item, int serverId = -1, qint64 sessionId = -1);
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void sendIsl_GameEventContainer(const GameEventContainer &item, int serverId = -1, qint64 sessionId = -1);
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void sendIsl_RoomEvent(const RoomEvent &item, int serverId = -1, qint64 sessionId = -1);
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void sendIsl_GameCommand(const CommandContainer &item, int serverId, qint64 sessionId, int roomId, int playerId);
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void sendIsl_RoomCommand(const CommandContainer &item, int serverId, qint64 sessionId, int roomId);
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void addExternalUser(const ServerInfo_User &userInfo);
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void removeExternalUser(const QString &userName);
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const QMap<QString, Server_AbstractUserInterface *> &getExternalUsers() const { return externalUsers; }
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void addPersistentPlayer(const QString &userName, int roomId, int gameId, int playerId);
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void removePersistentPlayer(const QString &userName, int roomId, int gameId, int playerId);
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QList<PlayerReference> getPersistentPlayerReferences(const QString &userName) const;
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int getUsersCount() const;
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int getGamesCount() const;
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int getTCPUserCount() const { return tcpUserCount; }
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int getWebSocketUserCount() const { return webSocketUserCount; }
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private:
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QMultiMap<QString, PlayerReference> persistentPlayers;
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mutable QReadWriteLock persistentPlayersLock;
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int nextLocalGameId, tcpUserCount, webSocketUserCount;
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QMutex nextLocalGameIdMutex;
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protected slots:
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void externalUserJoined(const ServerInfo_User &userInfo);
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void externalUserLeft(const QString &userName);
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void externalRoomUserJoined(int roomId, const ServerInfo_User &userInfo);
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void externalRoomUserLeft(int roomId, const QString &userName);
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void externalRoomSay(int roomId, const QString &userName, const QString &message);
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void externalRoomGameListChanged(int roomId, const ServerInfo_Game &gameInfo);
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void externalJoinGameCommandReceived(const Command_JoinGame &cmd, int cmdId, int roomId, int serverId, qint64 sessionId);
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void externalGameCommandContainerReceived(const CommandContainer &cont, int playerId, int serverId, qint64 sessionId);
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void externalGameEventContainerReceived(const GameEventContainer &cont, qint64 sessionId);
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void externalResponseReceived(const Response &resp, qint64 sessionId);
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virtual void doSendIslMessage(const IslMessage & /* msg */, int /* serverId */) { }
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protected:
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void prepareDestroy();
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void setDatabaseInterface(Server_DatabaseInterface *_databaseInterface);
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QList<Server_ProtocolHandler *> clients;
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QMap<qint64, Server_ProtocolHandler *> usersBySessionId;
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QMap<QString, Server_ProtocolHandler *> users;
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QMap<qint64, Server_AbstractUserInterface *> externalUsersBySessionId;
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QMap<QString, Server_AbstractUserInterface *> externalUsers;
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QMap<int, Server_Room *> rooms;
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QMap<QThread *, Server_DatabaseInterface *> databaseInterfaces;
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void addRoom(Server_Room *newRoom);
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};
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#endif
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