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vcmi/lobby/LobbyServer.cpp

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/*
* LobbyServer.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "LobbyServer.h"
#include "LobbyDatabase.h"
#include "../lib/json/JsonFormatException.h"
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#include "../lib/json/JsonNode.h"
#include "../lib/json/JsonUtils.h"
#include <boost/uuid/uuid_generators.hpp>
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#include <boost/uuid/uuid_io.hpp>
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bool LobbyServer::isAccountNameValid(const std::string & accountName) const
{
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if(accountName.size() < 4)
return false;
if(accountName.size() > 20)
return false;
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for(const auto & c : accountName)
if(!std::isalnum(c))
return false;
return true;
}
std::string LobbyServer::sanitizeChatMessage(const std::string & inputString) const
{
// TODO: sanitize message and remove any "weird" symbols from it
return inputString;
}
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NetworkConnectionPtr LobbyServer::findAccount(const std::string & accountID) const
{
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for(const auto & account : activeAccounts)
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if(account.second == accountID)
return account.first;
return nullptr;
}
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NetworkConnectionPtr LobbyServer::findGameRoom(const std::string & gameRoomID) const
{
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for(const auto & account : activeGameRooms)
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if(account.second == gameRoomID)
return account.first;
return nullptr;
}
void LobbyServer::sendMessage(const NetworkConnectionPtr & target, const JsonNode & json)
{
target->sendPacket(json.toBytes());
}
void LobbyServer::sendAccountCreated(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & accountCookie)
{
JsonNode reply;
reply["type"].String() = "accountCreated";
reply["accountID"].String() = accountID;
reply["accountCookie"].String() = accountCookie;
sendMessage(target, reply);
}
void LobbyServer::sendInviteReceived(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & gameRoomID)
{
JsonNode reply;
reply["type"].String() = "inviteReceived";
reply["accountID"].String() = accountID;
reply["gameRoomID"].String() = gameRoomID;
sendMessage(target, reply);
}
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void LobbyServer::sendOperationFailed(const NetworkConnectionPtr & target, const std::string & reason)
{
JsonNode reply;
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reply["type"].String() = "operationFailed";
reply["reason"].String() = reason;
sendMessage(target, reply);
}
void LobbyServer::sendLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie, const std::string & displayName)
{
JsonNode reply;
reply["type"].String() = "loginSuccess";
reply["accountCookie"].String() = accountCookie;
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if(!displayName.empty())
reply["displayName"].String() = displayName;
sendMessage(target, reply);
}
void LobbyServer::sendChatHistory(const NetworkConnectionPtr & target, const std::vector<LobbyChatMessage> & history)
{
JsonNode reply;
reply["type"].String() = "chatHistory";
for(const auto & message : boost::adaptors::reverse(history))
{
JsonNode jsonEntry;
jsonEntry["accountID"].String() = message.accountID;
jsonEntry["displayName"].String() = message.displayName;
jsonEntry["messageText"].String() = message.messageText;
jsonEntry["ageSeconds"].Integer() = message.age.count();
reply["messages"].Vector().push_back(jsonEntry);
}
sendMessage(target, reply);
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}
void LobbyServer::broadcastActiveAccounts()
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{
auto activeAccountsStats = database->getActiveAccounts();
JsonNode reply;
reply["type"].String() = "activeAccounts";
for(const auto & account : activeAccountsStats)
{
JsonNode jsonEntry;
jsonEntry["accountID"].String() = account.accountID;
jsonEntry["displayName"].String() = account.displayName;
jsonEntry["status"].String() = "In Lobby"; // TODO: in room status, in match status, offline status(?)
reply["accounts"].Vector().push_back(jsonEntry);
}
for(const auto & connection : activeAccounts)
sendMessage(connection.first, reply);
}
JsonNode LobbyServer::prepareActiveGameRooms()
{
auto activeGameRoomStats = database->getActiveGameRooms();
JsonNode reply;
reply["type"].String() = "activeGameRooms";
for(const auto & gameRoom : activeGameRoomStats)
{
JsonNode jsonEntry;
jsonEntry["gameRoomID"].String() = gameRoom.roomID;
jsonEntry["hostAccountID"].String() = gameRoom.hostAccountID;
jsonEntry["hostAccountDisplayName"].String() = gameRoom.hostAccountDisplayName;
jsonEntry["description"].String() = "TODO: ROOM DESCRIPTION";
jsonEntry["playersCount"].Integer() = gameRoom.playersCount;
jsonEntry["playersLimit"].Integer() = gameRoom.playersLimit;
reply["gameRooms"].Vector().push_back(jsonEntry);
}
return reply;
}
void LobbyServer::broadcastActiveGameRooms()
{
auto reply = prepareActiveGameRooms();
for(const auto & connection : activeAccounts)
sendMessage(connection.first, reply);
}
void LobbyServer::sendAccountJoinsRoom(const NetworkConnectionPtr & target, const std::string & accountID)
{
JsonNode reply;
reply["type"].String() = "accountJoinsRoom";
reply["accountID"].String() = accountID;
sendMessage(target, reply);
}
void LobbyServer::sendJoinRoomSuccess(const NetworkConnectionPtr & target, const std::string & gameRoomID, bool proxyMode)
{
JsonNode reply;
reply["type"].String() = "joinRoomSuccess";
reply["gameRoomID"].String() = gameRoomID;
reply["proxyMode"].Bool() = proxyMode;
sendMessage(target, reply);
}
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void LobbyServer::sendChatMessage(const NetworkConnectionPtr & target, const std::string & roomMode, const std::string & roomName, const std::string & accountID, const std::string & displayName, const std::string & messageText)
{
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JsonNode reply;
reply["type"].String() = "chatMessage";
reply["messageText"].String() = messageText;
reply["accountID"].String() = accountID;
reply["displayName"].String() = displayName;
reply["roomMode"].String() = roomMode;
reply["roomName"].String() = roomName;
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sendMessage(target, reply);
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}
void LobbyServer::onNewConnection(const NetworkConnectionPtr & connection)
{
// no-op - waiting for incoming data
}
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void LobbyServer::onDisconnected(const NetworkConnectionPtr & connection, const std::string & errorMessage)
{
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if(activeAccounts.count(connection))
{
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database->setAccountOnline(activeAccounts.at(connection), false);
activeAccounts.erase(connection);
}
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if(activeGameRooms.count(connection))
{
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database->setGameRoomStatus(activeGameRooms.at(connection), LobbyRoomState::CLOSED);
activeGameRooms.erase(connection);
}
if(activeProxies.count(connection))
{
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const auto & otherConnection = activeProxies.at(connection);
if (otherConnection)
otherConnection->close();
activeProxies.erase(connection);
activeProxies.erase(otherConnection);
}
broadcastActiveAccounts();
broadcastActiveGameRooms();
}
JsonNode LobbyServer::parseAndValidateMessage(const std::vector<std::byte> & message) const
{
JsonParsingSettings parserSettings;
parserSettings.mode = JsonParsingSettings::JsonFormatMode::JSON;
parserSettings.maxDepth = 2;
parserSettings.strict = true;
JsonNode json;
try
{
JsonNode jsonTemp(message.data(), message.size());
json = std::move(jsonTemp);
}
catch (const JsonFormatException & e)
{
logGlobal->info(std::string("Json parsing error encountered: ") + e.what());
return JsonNode();
}
std::string messageType = json["type"].String();
if (messageType.empty())
{
logGlobal->info("Json parsing error encountered: Message type not set!");
return JsonNode();
}
std::string schemaName = "vcmi:lobbyProtocol/" + messageType;
if (!JsonUtils::validate(json, schemaName, "network"))
{
logGlobal->info("Json validation error encountered!");
return JsonNode();
}
return json;
}
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void LobbyServer::onPacketReceived(const NetworkConnectionPtr & connection, const std::vector<std::byte> & message)
{
// proxy connection - no processing, only redirect
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if(activeProxies.count(connection))
{
auto lockedPtr = activeProxies.at(connection);
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if(lockedPtr)
return lockedPtr->sendPacket(message);
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logGlobal->info("Received unexpected message for inactive proxy!");
}
JsonNode json = parseAndValidateMessage(message);
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std::string messageType = json["type"].String();
// communication messages from vcmiclient
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if(activeAccounts.count(connection))
{
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std::string accountName = activeAccounts.at(connection);
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logGlobal->info("%s: Received message of type %s", accountName, messageType);
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if(messageType == "sendChatMessage")
return receiveSendChatMessage(connection, json);
if(messageType == "activateGameRoom")
return receiveActivateGameRoom(connection, json);
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if(messageType == "joinGameRoom")
return receiveJoinGameRoom(connection, json);
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if(messageType == "sendInvite")
return receiveSendInvite(connection, json);
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if(messageType == "declineInvite")
return receiveDeclineInvite(connection, json);
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logGlobal->warn("%s: Unknown message type: %s", accountName, messageType);
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return;
}
// communication messages from vcmiserver
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if(activeGameRooms.count(connection))
{
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std::string roomName = activeGameRooms.at(connection);
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logGlobal->info("%s: Received message of type %s", roomName, messageType);
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if(messageType == "leaveGameRoom")
return receiveLeaveGameRoom(connection, json);
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logGlobal->warn("%s: Unknown message type: %s", roomName, messageType);
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return;
}
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logGlobal->info("(unauthorised): Received message of type %s", messageType);
// unauthorized connections - permit only login or register attempts
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if(messageType == "clientLogin")
return receiveClientLogin(connection, json);
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if(messageType == "clientRegister")
return receiveClientRegister(connection, json);
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if(messageType == "serverLogin")
return receiveServerLogin(connection, json);
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if(messageType == "clientProxyLogin")
return receiveClientProxyLogin(connection, json);
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if(messageType == "serverProxyLogin")
return receiveServerProxyLogin(connection, json);
connection->close();
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logGlobal->info("(unauthorised): Unknown message type %s", messageType);
}
void LobbyServer::receiveSendChatMessage(const NetworkConnectionPtr & connection, const JsonNode & json)
{
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std::string accountID = activeAccounts[connection];
std::string messageText = json["messageText"].String();
std::string messageTextClean = sanitizeChatMessage(messageText);
std::string displayName = database->getAccountDisplayName(accountID);
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if(messageTextClean.empty())
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return sendOperationFailed(connection, "No printable characters in sent message!");
database->insertChatMessage(accountID, "global", "english", messageText);
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for(const auto & otherConnection : activeAccounts)
sendChatMessage(otherConnection.first, "global", "english", accountID, displayName, messageText);
}
void LobbyServer::receiveClientRegister(const NetworkConnectionPtr & connection, const JsonNode & json)
{
std::string displayName = json["displayName"].String();
std::string language = json["language"].String();
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if(isAccountNameValid(displayName))
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return sendOperationFailed(connection, "Illegal account name");
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if(database->isAccountNameExists(displayName))
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return sendOperationFailed(connection, "Account name already in use");
std::string accountCookie = boost::uuids::to_string(boost::uuids::random_generator()());
std::string accountID = boost::uuids::to_string(boost::uuids::random_generator()());
database->insertAccount(accountID, displayName);
database->insertAccessCookie(accountID, accountCookie);
sendAccountCreated(connection, accountID, accountCookie);
}
void LobbyServer::receiveClientLogin(const NetworkConnectionPtr & connection, const JsonNode & json)
{
std::string accountID = json["accountID"].String();
std::string accountCookie = json["accountCookie"].String();
std::string language = json["language"].String();
std::string version = json["version"].String();
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if(!database->isAccountIDExists(accountID))
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return sendOperationFailed(connection, "Account not found");
auto clientCookieStatus = database->getAccountCookieStatus(accountID, accountCookie);
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if(clientCookieStatus == LobbyCookieStatus::INVALID)
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return sendOperationFailed(connection, "Authentification failure");
database->updateAccountLoginTime(accountID);
database->setAccountOnline(accountID, true);
std::string displayName = database->getAccountDisplayName(accountID);
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activeAccounts[connection] = accountID;
sendLoginSuccess(connection, accountCookie, displayName);
sendChatHistory(connection, database->getRecentMessageHistory());
// send active game rooms list to new account
// and update acount list to everybody else including new account
broadcastActiveAccounts();
sendMessage(connection, prepareActiveGameRooms());
}
void LobbyServer::receiveServerLogin(const NetworkConnectionPtr & connection, const JsonNode & json)
{
std::string gameRoomID = json["gameRoomID"].String();
std::string accountID = json["accountID"].String();
std::string accountCookie = json["accountCookie"].String();
std::string version = json["version"].String();
auto clientCookieStatus = database->getAccountCookieStatus(accountID, accountCookie);
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if(clientCookieStatus == LobbyCookieStatus::INVALID)
{
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sendOperationFailed(connection, "Invalid credentials");
}
else
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{
database->insertGameRoom(gameRoomID, accountID);
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activeGameRooms[connection] = gameRoomID;
sendLoginSuccess(connection, accountCookie, {});
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broadcastActiveGameRooms();
}
}
void LobbyServer::receiveClientProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json)
{
std::string gameRoomID = json["gameRoomID"].String();
std::string accountID = json["accountID"].String();
std::string accountCookie = json["accountCookie"].String();
auto clientCookieStatus = database->getAccountCookieStatus(accountID, accountCookie);
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if(clientCookieStatus != LobbyCookieStatus::INVALID)
{
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for(auto & proxyEntry : awaitingProxies)
{
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if(proxyEntry.accountID != accountID)
continue;
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if(proxyEntry.roomID != gameRoomID)
continue;
proxyEntry.accountConnection = connection;
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auto gameRoomConnection = proxyEntry.roomConnection.lock();
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if(gameRoomConnection)
{
activeProxies[gameRoomConnection] = connection;
activeProxies[connection] = gameRoomConnection;
}
return;
}
}
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sendOperationFailed(connection, "Invalid credentials");
connection->close();
}
void LobbyServer::receiveServerProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json)
{
std::string gameRoomID = json["gameRoomID"].String();
std::string guestAccountID = json["guestAccountID"].String();
std::string accountCookie = json["accountCookie"].String();
// FIXME: find host account ID and validate his cookie
//auto clientCookieStatus = database->getAccountCookieStatus(hostAccountID, accountCookie, accountCookieLifetime);
//if(clientCookieStatus != LobbyCookieStatus::INVALID)
{
NetworkConnectionPtr targetAccount = findAccount(guestAccountID);
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if(targetAccount == nullptr)
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{
sendOperationFailed(connection, "Invalid credentials");
return; // unknown / disconnected account
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}
sendJoinRoomSuccess(targetAccount, gameRoomID, true);
AwaitingProxyState proxy;
proxy.accountID = guestAccountID;
proxy.roomID = gameRoomID;
proxy.roomConnection = connection;
awaitingProxies.push_back(proxy);
return;
}
//connection->close();
}
void LobbyServer::receiveActivateGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json)
{
std::string hostAccountID = json["hostAccountID"].String();
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std::string accountID = activeAccounts[connection];
if(database->isPlayerInGameRoom(accountID))
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return sendOperationFailed(connection, "Player already in the room!");
std::string gameRoomID = database->getIdleGameRoom(hostAccountID);
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if(gameRoomID.empty())
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return sendOperationFailed(connection, "Failed to find idle server to join!");
std::string roomType = json["roomType"].String();
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if(roomType != "public" && roomType != "private")
return sendOperationFailed(connection, "Invalid room type!");
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if(roomType == "public")
database->setGameRoomStatus(gameRoomID, LobbyRoomState::PUBLIC);
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if(roomType == "private")
database->setGameRoomStatus(gameRoomID, LobbyRoomState::PRIVATE);
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database->insertPlayerIntoGameRoom(accountID, gameRoomID);
broadcastActiveGameRooms();
sendJoinRoomSuccess(connection, gameRoomID, false);
}
void LobbyServer::receiveJoinGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json)
{
std::string gameRoomID = json["gameRoomID"].String();
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std::string accountID = activeAccounts[connection];
if(database->isPlayerInGameRoom(accountID))
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return sendOperationFailed(connection, "Player already in the room!");
NetworkConnectionPtr targetRoom = findGameRoom(gameRoomID);
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if(targetRoom == nullptr)
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return sendOperationFailed(connection, "Failed to find game room to join!");
auto roomStatus = database->getGameRoomStatus(gameRoomID);
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if(roomStatus != LobbyRoomState::PRIVATE && roomStatus != LobbyRoomState::PUBLIC)
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return sendOperationFailed(connection, "Room does not accepts new players!");
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if(roomStatus == LobbyRoomState::PRIVATE)
{
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if(database->getAccountInviteStatus(accountID, gameRoomID) != LobbyInviteStatus::INVITED)
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return sendOperationFailed(connection, "You are not permitted to join private room without invite!");
}
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if(database->getGameRoomFreeSlots(gameRoomID) == 0)
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return sendOperationFailed(connection, "Room is already full!");
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database->insertPlayerIntoGameRoom(accountID, gameRoomID);
sendAccountJoinsRoom(targetRoom, accountID);
//No reply to client - will be sent once match server establishes proxy connection with lobby
broadcastActiveGameRooms();
}
void LobbyServer::receiveLeaveGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json)
{
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std::string accountID = json["accountID"].String();
std::string gameRoomID = activeGameRooms[connection];
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if(!database->isPlayerInGameRoom(accountID, gameRoomID))
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return sendOperationFailed(connection, "You are not in the room!");
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database->deletePlayerFromGameRoom(accountID, gameRoomID);
broadcastActiveGameRooms();
}
void LobbyServer::receiveSendInvite(const NetworkConnectionPtr & connection, const JsonNode & json)
{
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std::string senderName = activeAccounts[connection];
std::string accountID = json["accountID"].String();
std::string gameRoomID = database->getAccountGameRoom(senderName);
auto targetAccount = findAccount(accountID);
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if(!targetAccount)
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return sendOperationFailed(connection, "Invalid account to invite!");
if(!database->isPlayerInGameRoom(senderName))
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return sendOperationFailed(connection, "You are not in the room!");
if(database->isPlayerInGameRoom(accountID))
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return sendOperationFailed(connection, "This player is already in a room!");
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if(database->getAccountInviteStatus(accountID, gameRoomID) != LobbyInviteStatus::NOT_INVITED)
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return sendOperationFailed(connection, "This player is already invited!");
database->insertGameRoomInvite(accountID, gameRoomID);
sendInviteReceived(targetAccount, senderName, gameRoomID);
}
void LobbyServer::receiveDeclineInvite(const NetworkConnectionPtr & connection, const JsonNode & json)
{
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std::string accountID = activeAccounts[connection];
std::string gameRoomID = json["gameRoomID"].String();
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if(database->getAccountInviteStatus(accountID, gameRoomID) != LobbyInviteStatus::INVITED)
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return sendOperationFailed(connection, "No active invite found!");
database->deleteGameRoomInvite(accountID, gameRoomID);
}
LobbyServer::~LobbyServer() = default;
LobbyServer::LobbyServer(const boost::filesystem::path & databasePath)
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: database(std::make_unique<LobbyDatabase>(databasePath))
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, networkHandler(INetworkHandler::createHandler())
, networkServer(networkHandler->createServerTCP(*this))
{
}
void LobbyServer::start(uint16_t port)
{
networkServer->start(port);
}
void LobbyServer::run()
{
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networkHandler->run();
}