* Judge mode * Use seperate judge icon * Fix clang init ordering complaint * Create gavel.svg * Add judge level * Adjust judge permissions. * - Tag events caused by judges - Allow judges access to card right click menus. * Allow judges to change phase / turn. * Remove gavel from pawn * Make judge action text black. * Create scales * Rename scales to scales.svg * Use scales * remove gavel * - Address PR feedback - Fix sort order * Zach * add option to servatrice.ini
202 lines
6.5 KiB
C++
202 lines
6.5 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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#ifndef SERVERGAME_H
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#define SERVERGAME_H
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#include "pb/event_leave.pb.h"
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#include "pb/response.pb.h"
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#include "pb/serverinfo_game.pb.h"
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#include "server_response_containers.h"
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#include <QDateTime>
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#include <QMap>
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#include <QMutex>
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#include <QObject>
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#include <QSet>
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#include <QStringList>
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class QTimer;
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class GameEventContainer;
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class GameReplay;
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class Server_Room;
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class Server_Player;
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class ServerInfo_User;
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class ServerInfo_Player;
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class ServerInfo_Game;
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class Server_AbstractUserInterface;
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class Event_GameStateChanged;
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class Server_Game : public QObject
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{
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Q_OBJECT
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private:
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Server_Room *room;
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int nextPlayerId;
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int hostId;
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ServerInfo_User *creatorInfo;
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QMap<int, Server_Player *> players;
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QSet<QString> allPlayersEver, allSpectatorsEver;
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bool gameStarted;
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bool gameClosed;
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int gameId;
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QString description;
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QString password;
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int maxPlayers;
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QList<int> gameTypes;
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int activePlayer, activePhase;
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bool onlyBuddies, 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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int inactivityCounter;
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int startTimeOfThisGame, secondsElapsed;
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bool firstGameStarted;
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QDateTime startTime;
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QTimer *pingClock;
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QList<GameReplay *> replayList;
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GameReplay *currentReplay;
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void 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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void storeGameInformation();
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signals:
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void sigStartGameIfReady();
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void gameInfoChanged(ServerInfo_Game gameInfo);
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private slots:
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void pingClockTimeout();
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void doStartGameIfReady();
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public:
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mutable QMutex gameMutex;
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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 *parent);
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~Server_Game();
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Server_Room *getRoom() const
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{
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return room;
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}
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void getInfo(ServerInfo_Game &result) const;
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int getHostId() const
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{
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return hostId;
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}
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ServerInfo_User *getCreatorInfo() const
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{
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return creatorInfo;
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}
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bool getGameStarted() const
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{
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return gameStarted;
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}
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int getPlayerCount() const;
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int getSpectatorCount() const;
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const QMap<int, Server_Player *> &getPlayers() const
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{
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return players;
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}
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int getGameId() const
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{
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return gameId;
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}
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QString getDescription() const
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{
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return description;
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}
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QString getPassword() const
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{
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return password;
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}
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int getMaxPlayers() const
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{
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return maxPlayers;
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}
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bool getSpectatorsAllowed() const
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{
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return spectatorsAllowed;
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}
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bool getSpectatorsNeedPassword() const
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{
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return spectatorsNeedPassword;
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}
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bool getSpectatorsCanTalk() const
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{
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return spectatorsCanTalk;
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}
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bool getSpectatorsSeeEverything() const
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{
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return spectatorsSeeEverything;
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}
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Response::ResponseCode
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checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions, bool asJudge);
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bool containsUser(const QString &userName) const;
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void 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 = true);
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void removePlayer(Server_Player *player, Event_Leave::LeaveReason reason);
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void removeArrowsRelatedToPlayer(GameEventStorage &ges, Server_Player *player);
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void unattachCards(GameEventStorage &ges, Server_Player *player);
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bool kickPlayer(int playerId);
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void startGameIfReady();
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void stopGameIfFinished();
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int getActivePlayer() const
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{
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return activePlayer;
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}
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int getActivePhase() const
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{
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return activePhase;
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}
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void setActivePlayer(int _activePlayer);
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void setActivePhase(int _activePhase);
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void nextTurn();
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int getSecondsElapsed() const
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{
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return secondsElapsed;
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}
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void createGameJoinedEvent(Server_Player *player, ResponseContainer &rc, bool resuming);
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GameEventContainer *
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prepareGameEvent(const ::google::protobuf::Message &gameEvent, int playerId, GameEventContext *context = 0);
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GameEventContext prepareGameEventContext(const ::google::protobuf::Message &gameEventContext);
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void sendGameStateToPlayers();
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void sendGameEventContainer(GameEventContainer *cont,
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GameEventStorageItem::EventRecipients recipients = GameEventStorageItem::SendToPrivate |
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GameEventStorageItem::SendToOthers,
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int privatePlayerId = -1);
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};
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#endif
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