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https://github.com/vcmi/vcmi.git
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Implemented connection of match server to global lobby
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@ -16,6 +16,7 @@ set(server_SRCS
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processors/TurnOrderProcessor.cpp
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CGameHandler.cpp
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GlobalLobbyProcessor.cpp
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ServerSpellCastEnvironment.cpp
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CVCMIServer.cpp
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NetPacksServer.cpp
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@ -41,6 +42,7 @@ set(server_HEADERS
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processors/TurnOrderProcessor.h
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CGameHandler.h
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GlobalLobbyProcessor.h
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ServerSpellCastEnvironment.h
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CVCMIServer.h
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LobbyNetPackVisitors.h
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@ -8,7 +8,7 @@
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*
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*/
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#include "StdInc.h"
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#include <boost/program_options.hpp>
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#include "CVCMIServer.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/campaign/CampaignState.h"
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@ -21,7 +21,6 @@
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "zlib.h"
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#include "CVCMIServer.h"
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#include "../lib/StartInfo.h"
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#include "../lib/mapping/CMapHeader.h"
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#include "../lib/rmg/CMapGenOptions.h"
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@ -34,6 +33,7 @@
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#include "../lib/VCMI_Lib.h"
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#include "../lib/VCMIDirs.h"
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#include "CGameHandler.h"
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#include "GlobalLobbyProcessor.h"
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#include "processors/PlayerMessageProcessor.h"
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#include "../lib/mapping/CMapInfo.h"
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#include "../lib/GameConstants.h"
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@ -53,6 +53,7 @@
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#include <boost/uuid/uuid.hpp>
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#include <boost/uuid/uuid_io.hpp>
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#include <boost/uuid/uuid_generators.hpp>
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#include <boost/program_options.hpp>
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#include "../lib/gameState/CGameState.h"
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@ -165,6 +166,7 @@ CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
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networkHandler = INetworkHandler::createHandler();
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networkServer = networkHandler->createServerTCP(*this);
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networkServer->start(port);
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establishOutgoingConnection();
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logNetwork->info("Listening for connections at port %d", port);
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}
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@ -172,9 +174,6 @@ CVCMIServer::~CVCMIServer() = default;
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void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
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{
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if (activeConnections.empty())
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establishOutgoingConnection();
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if(state == EServerState::LOBBY)
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{
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activeConnections.push_back(std::make_shared<CConnection>(connection));
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@ -195,16 +194,6 @@ void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & c
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pack->visit(visitor);
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}
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void CVCMIServer::onConnectionFailed(const std::string & errorMessage)
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{
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//TODO: handle failure to connect to lobby
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}
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void CVCMIServer::onConnectionEstablished(const std::shared_ptr<INetworkConnection> &)
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{
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//TODO: handle connection to lobby - login?
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}
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void CVCMIServer::setState(EServerState value)
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{
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state = value;
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@ -262,14 +251,8 @@ void CVCMIServer::onTimer()
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void CVCMIServer::establishOutgoingConnection()
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{
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if(!cmdLineOptions.count("lobby"))
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return;
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std::string hostname = settings["lobby"]["hostname"].String();
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int16_t port = settings["lobby"]["port"].Integer();
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outgoingConnection = networkHandler->createClientTCP(*this);
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outgoingConnection->start(hostname, port);
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if(cmdLineOptions.count("lobby"))
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lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
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}
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void CVCMIServer::prepareToRestart()
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@ -37,6 +37,7 @@ VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class CBaseForServerApply;
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class CBaseForGHApply;
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class GlobalLobbyProcessor;
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enum class EServerState : ui8
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{
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@ -47,15 +48,11 @@ enum class EServerState : ui8
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SHUTDOWN
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};
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class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkClientListener, public INetworkTimerListener
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class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkTimerListener
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{
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std::unique_ptr<INetworkHandler> networkHandler;
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/// Network server instance that receives and processes incoming connections on active socket
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std::unique_ptr<INetworkServer> networkServer;
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/// Outgoing connection established by this server to game lobby for proxy mode (only in lobby game)
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std::unique_ptr<INetworkClient> outgoingConnection;
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std::unique_ptr<GlobalLobbyProcessor> lobbyProcessor;
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std::chrono::steady_clock::time_point gameplayStartTime;
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std::chrono::steady_clock::time_point lastTimerUpdateTime;
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@ -64,6 +61,8 @@ public:
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/// List of all active connections
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std::vector<std::shared_ptr<CConnection>> activeConnections;
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std::unique_ptr<INetworkHandler> networkHandler;
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private:
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bool restartGameplay; // FIXME: this is just a hack
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@ -75,8 +74,6 @@ private:
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void onDisconnected(const std::shared_ptr<INetworkConnection> & connection) override;
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void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<uint8_t> & message) override;
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void onNewConnection(const std::shared_ptr<INetworkConnection> &) override;
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void onConnectionFailed(const std::string & errorMessage) override;
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void onConnectionEstablished(const std::shared_ptr<INetworkConnection> &) override;
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void onTimer() override;
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void establishOutgoingConnection();
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82
server/GlobalLobbyProcessor.cpp
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82
server/GlobalLobbyProcessor.cpp
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@ -0,0 +1,82 @@
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/*
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* GlobalLobbyProcessor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "GlobalLobbyProcessor.h"
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#include "CVCMIServer.h"
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#include "../lib/CConfigHandler.h"
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GlobalLobbyProcessor::GlobalLobbyProcessor(CVCMIServer & owner)
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: owner(owner)
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, networkClient(owner.networkHandler->createClientTCP(*this))
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{
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std::string hostname = settings["lobby"]["hostname"].String();
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int16_t port = settings["lobby"]["port"].Integer();
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networkClient->start(hostname, port);
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logGlobal->info("Connecting to lobby server");
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}
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void GlobalLobbyProcessor::onDisconnected(const std::shared_ptr<INetworkConnection> & connection)
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{
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throw std::runtime_error("Lost connection to a lobby server!");
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}
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void GlobalLobbyProcessor::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<uint8_t> & message)
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{
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JsonNode json(message.data(), message.size());
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if(json["type"].String() == "loginFailed")
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return receiveLoginFailed(json);
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if(json["type"].String() == "loginSuccess")
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return receiveLoginSuccess(json);
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throw std::runtime_error("Received unexpected message from lobby server: " + json["type"].String());
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}
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void GlobalLobbyProcessor::receiveLoginFailed(const JsonNode & json)
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{
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throw std::runtime_error("Failed to login into a lobby server!");
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}
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void GlobalLobbyProcessor::receiveLoginSuccess(const JsonNode & json)
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{
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// no-op, wait just for any new commands from lobby
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logGlobal->info("Succesfully connected to lobby server");
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}
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void GlobalLobbyProcessor::onConnectionFailed(const std::string & errorMessage)
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{
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throw std::runtime_error("Failed to connect to a lobby server!");
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}
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void GlobalLobbyProcessor::onConnectionEstablished(const std::shared_ptr<INetworkConnection> &)
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{
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logGlobal->info("Connection to lobby server established");
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JsonNode toSend;
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toSend["type"].String() = "serverLogin";
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toSend["accountID"] = settings["lobby"]["accountID"];
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toSend["accountCookie"] = settings["lobby"]["accountCookie"];
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sendMessage(toSend);
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}
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void GlobalLobbyProcessor::sendMessage(const JsonNode & data)
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{
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std::string payloadString = data.toJson(true);
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// FIXME: find better approach
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uint8_t * payloadBegin = reinterpret_cast<uint8_t *>(payloadString.data());
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uint8_t * payloadEnd = payloadBegin + payloadString.size();
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std::vector<uint8_t> payloadBuffer(payloadBegin, payloadEnd);
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networkClient->sendPacket(payloadBuffer);
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}
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39
server/GlobalLobbyProcessor.h
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39
server/GlobalLobbyProcessor.h
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@ -0,0 +1,39 @@
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/*
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* GlobalLobbyProcessor.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/network/NetworkInterface.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class JsonNode;
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VCMI_LIB_NAMESPACE_END
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class CVCMIServer;
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class GlobalLobbyProcessor : public INetworkClientListener
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{
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CVCMIServer & owner;
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std::shared_ptr<INetworkConnection> controlConnection;
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// std::set<std::shared_ptr<INetworkConnection>> proxyConnections;
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std::unique_ptr<INetworkClient> networkClient;
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void onDisconnected(const std::shared_ptr<INetworkConnection> & connection) override;
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void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<uint8_t> & message) override;
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void onConnectionFailed(const std::string & errorMessage) override;
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void onConnectionEstablished(const std::shared_ptr<INetworkConnection> &) override;
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void sendMessage(const JsonNode & data);
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void receiveLoginFailed(const JsonNode & json);
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void receiveLoginSuccess(const JsonNode & json);
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public:
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GlobalLobbyProcessor(CVCMIServer & owner);
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};
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