Implemented the ability to set the server to only allow registered users. Also updated client to reflect the log-in rejection as well as put a check in place for the server to not start if db connection is not available yet registration is required.
596 lines
19 KiB
C++
596 lines
19 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_game.h"
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#include "server_player.h"
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#include "server_counter.h"
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#include "server_room.h"
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#include "server_protocolhandler.h"
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#include "server_remoteuserinterface.h"
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#include "server_metatypes.h"
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#include "server_database_interface.h"
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#include "pb/event_user_joined.pb.h"
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#include "pb/event_user_left.pb.h"
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#include "pb/event_list_rooms.pb.h"
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#include "pb/session_event.pb.h"
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#include "pb/isl_message.pb.h"
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#include <QCoreApplication>
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#include <QThread>
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#include <QDebug>
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#include <QSettings>
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Server::Server(bool _threaded, QObject *parent)
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: QObject(parent), threaded(_threaded), nextLocalGameId(0)
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{
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qRegisterMetaType<ServerInfo_Game>("ServerInfo_Game");
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qRegisterMetaType<ServerInfo_Room>("ServerInfo_Room");
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qRegisterMetaType<ServerInfo_User>("ServerInfo_User");
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qRegisterMetaType<CommandContainer>("CommandContainer");
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qRegisterMetaType<Response>("Response");
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qRegisterMetaType<GameEventContainer>("GameEventContainer");
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qRegisterMetaType<IslMessage>("IslMessage");
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qRegisterMetaType<Command_JoinGame>("Command_JoinGame");
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connect(this, SIGNAL(sigSendIslMessage(IslMessage, int)), this, SLOT(doSendIslMessage(IslMessage, int)), Qt::QueuedConnection);
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}
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Server::~Server()
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{
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}
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void Server::prepareDestroy()
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{
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// dirty :(
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if (threaded) {
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clientsLock.lockForRead();
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for (int i = 0; i < clients.size(); ++i)
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QMetaObject::invokeMethod(clients.at(i), "prepareDestroy", Qt::QueuedConnection);
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clientsLock.unlock();
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bool done = false;
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class SleeperThread : public QThread
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{
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public:
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static void msleep(unsigned long msecs) { QThread::usleep(msecs); }
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};
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do {
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SleeperThread::msleep(10);
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clientsLock.lockForRead();
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if (clients.isEmpty())
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done = true;
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clientsLock.unlock();
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} while (!done);
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} else {
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// no locking is needed in unthreaded mode
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while (!clients.isEmpty())
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clients.first()->prepareDestroy();
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}
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roomsLock.lockForWrite();
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QMapIterator<int, Server_Room *> roomIterator(rooms);
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while (roomIterator.hasNext())
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delete roomIterator.next().value();
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rooms.clear();
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roomsLock.unlock();
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}
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void Server::setDatabaseInterface(Server_DatabaseInterface *_databaseInterface)
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{
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connect(this, SIGNAL(endSession(qint64)), _databaseInterface, SLOT(endSession(qint64)));
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databaseInterfaces.insert(QThread::currentThread(), _databaseInterface);
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}
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Server_DatabaseInterface *Server::getDatabaseInterface() const
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{
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return databaseInterfaces.value(QThread::currentThread());
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}
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AuthenticationResult Server::loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reasonStr, int &secondsLeft)
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{
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if (name.size() > 35)
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name = name.left(35);
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Server_DatabaseInterface *databaseInterface = getDatabaseInterface();
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QWriteLocker locker(&clientsLock);
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AuthenticationResult authState = databaseInterface->checkUserPassword(session, name, password, reasonStr, secondsLeft);
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if ((authState == NotLoggedIn) || (authState == UserIsBanned || authState == UsernameInvalid))
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return authState;
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ServerInfo_User data = databaseInterface->getUserData(name, true);
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data.set_address(session->getAddress().toStdString());
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name = QString::fromStdString(data.name()); // Compensate for case indifference
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databaseInterface->lockSessionTables();
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if (authState == PasswordRight) {
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if (users.contains(name) || databaseInterface->userSessionExists(name)) {
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qDebug("Login denied: would overwrite old session");
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databaseInterface->unlockSessionTables();
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return WouldOverwriteOldSession;
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}
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} else if (authState == UnknownUser) {
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// Change user name so that no two users have the same names,
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// don't interfere with registered user names though.
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QSettings *settings = new QSettings("servatrice.ini", QSettings::IniFormat);
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bool requireReg = settings->value("server/regonly").toBool();
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if (requireReg) {
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qDebug("Login denied: registration required");
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databaseInterface->unlockSessionTables();
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return RegistrationRequired;
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}
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QString tempName = name;
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int i = 0;
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while (users.contains(tempName) || databaseInterface->userExists(tempName) || databaseInterface->userSessionExists(tempName))
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tempName = name + "_" + QString::number(++i);
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name = tempName;
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data.set_name(name.toStdString());
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}
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users.insert(name, session);
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qDebug() << "Server::loginUser:" << session << "name=" << name;
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data.set_session_id(databaseInterface->startSession(name, session->getAddress()));
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databaseInterface->unlockSessionTables();
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usersBySessionId.insert(data.session_id(), session);
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qDebug() << "session id:" << data.session_id();
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session->setUserInfo(data);
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Event_UserJoined event;
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event.mutable_user_info()->CopyFrom(session->copyUserInfo(false));
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SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event);
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getAcceptsUserListChanges())
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clients[i]->sendProtocolItem(*se);
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delete se;
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event.mutable_user_info()->CopyFrom(session->copyUserInfo(true, true, true));
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locker.unlock();
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se = Server_ProtocolHandler::prepareSessionEvent(event);
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sendIsl_SessionEvent(*se);
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delete se;
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return authState;
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}
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void Server::addPersistentPlayer(const QString &userName, int roomId, int gameId, int playerId)
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{
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QWriteLocker locker(&persistentPlayersLock);
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persistentPlayers.insert(userName, PlayerReference(roomId, gameId, playerId));
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}
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void Server::removePersistentPlayer(const QString &userName, int roomId, int gameId, int playerId)
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{
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QWriteLocker locker(&persistentPlayersLock);
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persistentPlayers.remove(userName, PlayerReference(roomId, gameId, playerId));
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}
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QList<PlayerReference> Server::getPersistentPlayerReferences(const QString &userName) const
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{
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QReadLocker locker(&persistentPlayersLock);
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return persistentPlayers.values(userName);
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}
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Server_AbstractUserInterface *Server::findUser(const QString &userName) const
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{
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// Call this only with clientsLock set.
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Server_AbstractUserInterface *userHandler = users.value(userName);
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if (userHandler)
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return userHandler;
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else
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return externalUsers.value(userName);
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}
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void Server::addClient(Server_ProtocolHandler *client)
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{
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QWriteLocker locker(&clientsLock);
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clients << client;
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}
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void Server::removeClient(Server_ProtocolHandler *client)
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{
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QWriteLocker locker(&clientsLock);
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clients.removeAt(clients.indexOf(client));
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ServerInfo_User *data = client->getUserInfo();
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if (data) {
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Event_UserLeft event;
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event.set_name(data->name());
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SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event);
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getAcceptsUserListChanges())
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clients[i]->sendProtocolItem(*se);
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sendIsl_SessionEvent(*se);
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delete se;
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users.remove(QString::fromStdString(data->name()));
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qDebug() << "Server::removeClient: name=" << QString::fromStdString(data->name());
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if (data->has_session_id()) {
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const qint64 sessionId = data->session_id();
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usersBySessionId.remove(sessionId);
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emit endSession(sessionId);
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qDebug() << "closed session id:" << sessionId;
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}
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}
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qDebug() << "Server::removeClient: removed" << (void *) client << ";" << clients.size() << "clients; " << users.size() << "users left";
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}
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void Server::externalUserJoined(const ServerInfo_User &userInfo)
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{
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// This function is always called from the main thread via signal/slot.
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clientsLock.lockForWrite();
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Server_RemoteUserInterface *newUser = new Server_RemoteUserInterface(this, ServerInfo_User_Container(userInfo));
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externalUsers.insert(QString::fromStdString(userInfo.name()), newUser);
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externalUsersBySessionId.insert(userInfo.session_id(), newUser);
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Event_UserJoined event;
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event.mutable_user_info()->CopyFrom(userInfo);
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SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event);
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getAcceptsUserListChanges())
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clients[i]->sendProtocolItem(*se);
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delete se;
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clientsLock.unlock();
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ResponseContainer rc(-1);
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newUser->joinPersistentGames(rc);
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newUser->sendResponseContainer(rc, Response::RespNothing);
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}
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void Server::externalUserLeft(const QString &userName)
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{
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// This function is always called from the main thread via signal/slot.
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clientsLock.lockForWrite();
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Server_AbstractUserInterface *user = externalUsers.take(userName);
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externalUsersBySessionId.remove(user->getUserInfo()->session_id());
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clientsLock.unlock();
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QMap<int, QPair<int, int> > userGames(user->getGames());
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QMapIterator<int, QPair<int, int> > userGamesIterator(userGames);
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roomsLock.lockForRead();
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while (userGamesIterator.hasNext()) {
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userGamesIterator.next();
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Server_Room *room = rooms.value(userGamesIterator.value().first);
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if (!room)
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continue;
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QReadLocker roomGamesLocker(&room->gamesLock);
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Server_Game *game = room->getGames().value(userGamesIterator.key());
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if (!game)
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continue;
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QMutexLocker gameLocker(&game->gameMutex);
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Server_Player *player = game->getPlayers().value(userGamesIterator.value().second);
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if (!player)
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continue;
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player->disconnectClient();
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}
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roomsLock.unlock();
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delete user;
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Event_UserLeft event;
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event.set_name(userName.toStdString());
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SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event);
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clientsLock.lockForRead();
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getAcceptsUserListChanges())
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clients[i]->sendProtocolItem(*se);
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clientsLock.unlock();
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delete se;
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}
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void Server::externalRoomUserJoined(int roomId, const ServerInfo_User &userInfo)
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{
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// This function is always called from the main thread via signal/slot.
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QReadLocker locker(&roomsLock);
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Server_Room *room = rooms.value(roomId);
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if (!room) {
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qDebug() << "externalRoomUserJoined: room id=" << roomId << "not found";
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return;
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}
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room->addExternalUser(userInfo);
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}
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void Server::externalRoomUserLeft(int roomId, const QString &userName)
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{
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// This function is always called from the main thread via signal/slot.
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QReadLocker locker(&roomsLock);
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Server_Room *room = rooms.value(roomId);
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if (!room) {
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qDebug() << "externalRoomUserLeft: room id=" << roomId << "not found";
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return;
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}
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room->removeExternalUser(userName);
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}
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void Server::externalRoomSay(int roomId, const QString &userName, const QString &message)
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{
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// This function is always called from the main thread via signal/slot.
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QReadLocker locker(&roomsLock);
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Server_Room *room = rooms.value(roomId);
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if (!room) {
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qDebug() << "externalRoomSay: room id=" << roomId << "not found";
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return;
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}
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room->say(userName, message, false);
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}
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void Server::externalRoomGameListChanged(int roomId, const ServerInfo_Game &gameInfo)
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{
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// This function is always called from the main thread via signal/slot.
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QReadLocker locker(&roomsLock);
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Server_Room *room = rooms.value(roomId);
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if (!room) {
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qDebug() << "externalRoomGameListChanged: room id=" << roomId << "not found";
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return;
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}
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room->updateExternalGameList(gameInfo);
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}
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void Server::externalJoinGameCommandReceived(const Command_JoinGame &cmd, int cmdId, int roomId, int serverId, qint64 sessionId)
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{
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// This function is always called from the main thread via signal/slot.
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try {
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QReadLocker roomsLocker(&roomsLock);
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QReadLocker clientsLocker(&clientsLock);
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Server_Room *room = rooms.value(roomId);
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if (!room) {
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qDebug() << "externalJoinGameCommandReceived: room id=" << roomId << "not found";
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throw Response::RespNotInRoom;
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}
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Server_AbstractUserInterface *userInterface = externalUsersBySessionId.value(sessionId);
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if (!userInterface) {
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qDebug() << "externalJoinGameCommandReceived: session id=" << sessionId << "not found";
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throw Response::RespNotInRoom;
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}
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ResponseContainer responseContainer(cmdId);
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Response::ResponseCode responseCode = room->processJoinGameCommand(cmd, responseContainer, userInterface);
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userInterface->sendResponseContainer(responseContainer, responseCode);
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} catch (Response::ResponseCode code) {
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Response response;
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response.set_cmd_id(cmdId);
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response.set_response_code(code);
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sendIsl_Response(response, serverId, sessionId);
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}
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}
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void Server::externalGameCommandContainerReceived(const CommandContainer &cont, int playerId, int serverId, qint64 sessionId)
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{
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// This function is always called from the main thread via signal/slot.
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try {
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ResponseContainer responseContainer(cont.cmd_id());
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Response::ResponseCode finalResponseCode = Response::RespOk;
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QReadLocker roomsLocker(&roomsLock);
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Server_Room *room = rooms.value(cont.room_id());
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if (!room) {
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qDebug() << "externalGameCommandContainerReceived: room id=" << cont.room_id() << "not found";
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throw Response::RespNotInRoom;
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}
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QReadLocker roomGamesLocker(&room->gamesLock);
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Server_Game *game = room->getGames().value(cont.game_id());
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if (!game) {
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qDebug() << "externalGameCommandContainerReceived: game id=" << cont.game_id() << "not found";
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throw Response::RespNotInRoom;
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}
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QMutexLocker gameLocker(&game->gameMutex);
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Server_Player *player = game->getPlayers().value(playerId);
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if (!player) {
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qDebug() << "externalGameCommandContainerReceived: player id=" << playerId << "not found";
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throw Response::RespNotInRoom;
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}
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GameEventStorage ges;
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for (int i = cont.game_command_size() - 1; i >= 0; --i) {
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const GameCommand &sc = cont.game_command(i);
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qDebug() << "[ISL]" << QString::fromStdString(sc.ShortDebugString());
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Response::ResponseCode resp = player->processGameCommand(sc, responseContainer, ges);
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if (resp != Response::RespOk)
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finalResponseCode = resp;
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}
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ges.sendToGame(game);
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if (finalResponseCode != Response::RespNothing) {
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player->playerMutex.lock();
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player->getUserInterface()->sendResponseContainer(responseContainer, finalResponseCode);
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player->playerMutex.unlock();
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}
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} catch (Response::ResponseCode code) {
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Response response;
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response.set_cmd_id(cont.cmd_id());
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response.set_response_code(code);
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sendIsl_Response(response, serverId, sessionId);
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}
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}
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void Server::externalGameEventContainerReceived(const GameEventContainer &cont, qint64 sessionId)
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{
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// This function is always called from the main thread via signal/slot.
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QReadLocker usersLocker(&clientsLock);
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Server_ProtocolHandler *client = usersBySessionId.value(sessionId);
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if (!client) {
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qDebug() << "externalGameEventContainerReceived: session" << sessionId << "not found";
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return;
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}
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client->sendProtocolItem(cont);
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}
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void Server::externalResponseReceived(const Response &resp, qint64 sessionId)
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{
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// This function is always called from the main thread via signal/slot.
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QReadLocker usersLocker(&clientsLock);
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Server_ProtocolHandler *client = usersBySessionId.value(sessionId);
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if (!client) {
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qDebug() << "externalResponseReceived: session" << sessionId << "not found";
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return;
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}
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client->sendProtocolItem(resp);
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}
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void Server::broadcastRoomUpdate(const ServerInfo_Room &roomInfo, bool sendToIsl)
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{
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// This function is always called from the main thread via signal/slot.
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Event_ListRooms event;
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event.add_room_list()->CopyFrom(roomInfo);
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SessionEvent *se = Server_ProtocolHandler::prepareSessionEvent(event);
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clientsLock.lockForRead();
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getAcceptsRoomListChanges())
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clients[i]->sendProtocolItem(*se);
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clientsLock.unlock();
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if (sendToIsl)
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sendIsl_SessionEvent(*se);
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delete se;
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}
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void Server::addRoom(Server_Room *newRoom)
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{
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QWriteLocker locker(&roomsLock);
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qDebug() << "Adding room: ID=" << newRoom->getId() << "name=" << newRoom->getName();
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rooms.insert(newRoom->getId(), newRoom);
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connect(newRoom, SIGNAL(roomInfoChanged(ServerInfo_Room)), this, SLOT(broadcastRoomUpdate(const ServerInfo_Room &)), Qt::QueuedConnection);
|
|
}
|
|
|
|
int Server::getUsersCount() const
|
|
{
|
|
QReadLocker locker(&clientsLock);
|
|
return users.size();
|
|
}
|
|
|
|
int Server::getGamesCount() const
|
|
{
|
|
int result = 0;
|
|
QReadLocker locker(&roomsLock);
|
|
QMapIterator<int, Server_Room *> roomIterator(rooms);
|
|
while (roomIterator.hasNext()) {
|
|
Server_Room *room = roomIterator.next().value();
|
|
QReadLocker roomLocker(&room->gamesLock);
|
|
result += room->getGames().size();
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void Server::sendIsl_Response(const Response &item, int serverId, qint64 sessionId)
|
|
{
|
|
IslMessage msg;
|
|
msg.set_message_type(IslMessage::RESPONSE);
|
|
if (sessionId != -1)
|
|
msg.set_session_id(sessionId);
|
|
msg.mutable_response()->CopyFrom(item);
|
|
|
|
emit sigSendIslMessage(msg, serverId);
|
|
}
|
|
|
|
void Server::sendIsl_SessionEvent(const SessionEvent &item, int serverId, qint64 sessionId)
|
|
{
|
|
IslMessage msg;
|
|
msg.set_message_type(IslMessage::SESSION_EVENT);
|
|
if (sessionId != -1)
|
|
msg.set_session_id(sessionId);
|
|
msg.mutable_session_event()->CopyFrom(item);
|
|
|
|
emit sigSendIslMessage(msg, serverId);
|
|
}
|
|
|
|
void Server::sendIsl_GameEventContainer(const GameEventContainer &item, int serverId, qint64 sessionId)
|
|
{
|
|
IslMessage msg;
|
|
msg.set_message_type(IslMessage::GAME_EVENT_CONTAINER);
|
|
if (sessionId != -1)
|
|
msg.set_session_id(sessionId);
|
|
msg.mutable_game_event_container()->CopyFrom(item);
|
|
|
|
emit sigSendIslMessage(msg, serverId);
|
|
}
|
|
|
|
void Server::sendIsl_RoomEvent(const RoomEvent &item, int serverId, qint64 sessionId)
|
|
{
|
|
IslMessage msg;
|
|
msg.set_message_type(IslMessage::ROOM_EVENT);
|
|
if (sessionId != -1)
|
|
msg.set_session_id(sessionId);
|
|
msg.mutable_room_event()->CopyFrom(item);
|
|
|
|
emit sigSendIslMessage(msg, serverId);
|
|
}
|
|
|
|
void Server::sendIsl_GameCommand(const CommandContainer &item, int serverId, qint64 sessionId, int roomId, int playerId)
|
|
{
|
|
IslMessage msg;
|
|
msg.set_message_type(IslMessage::GAME_COMMAND_CONTAINER);
|
|
msg.set_session_id(sessionId);
|
|
msg.set_player_id(playerId);
|
|
|
|
CommandContainer *cont = msg.mutable_game_command();
|
|
cont->CopyFrom(item);
|
|
cont->set_room_id(roomId);
|
|
|
|
emit sigSendIslMessage(msg, serverId);
|
|
}
|
|
|
|
void Server::sendIsl_RoomCommand(const CommandContainer &item, int serverId, qint64 sessionId, int roomId)
|
|
{
|
|
IslMessage msg;
|
|
msg.set_message_type(IslMessage::ROOM_COMMAND_CONTAINER);
|
|
msg.set_session_id(sessionId);
|
|
|
|
CommandContainer *cont = msg.mutable_room_command();
|
|
cont->CopyFrom(item);
|
|
cont->set_room_id(roomId);
|
|
|
|
emit sigSendIslMessage(msg, serverId);
|
|
}
|