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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-21 17:17:06 +02:00

Implemented connection of match server to global lobby

This commit is contained in:
Ivan Savenko 2024-01-12 13:30:53 +02:00
parent 80e960bc8e
commit 9fb7d2817a
7 changed files with 134 additions and 31 deletions

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@ -16,6 +16,7 @@ set(server_SRCS
processors/TurnOrderProcessor.cpp
CGameHandler.cpp
GlobalLobbyProcessor.cpp
ServerSpellCastEnvironment.cpp
CVCMIServer.cpp
NetPacksServer.cpp
@ -41,6 +42,7 @@ set(server_HEADERS
processors/TurnOrderProcessor.h
CGameHandler.h
GlobalLobbyProcessor.h
ServerSpellCastEnvironment.h
CVCMIServer.h
LobbyNetPackVisitors.h

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@ -8,7 +8,7 @@
*
*/
#include "StdInc.h"
#include <boost/program_options.hpp>
#include "CVCMIServer.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/campaign/CampaignState.h"
@ -21,7 +21,6 @@
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CCreatureHandler.h"
#include "zlib.h"
#include "CVCMIServer.h"
#include "../lib/StartInfo.h"
#include "../lib/mapping/CMapHeader.h"
#include "../lib/rmg/CMapGenOptions.h"
@ -34,6 +33,7 @@
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "CGameHandler.h"
#include "GlobalLobbyProcessor.h"
#include "processors/PlayerMessageProcessor.h"
#include "../lib/mapping/CMapInfo.h"
#include "../lib/GameConstants.h"
@ -53,6 +53,7 @@
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include <boost/program_options.hpp>
#include "../lib/gameState/CGameState.h"
@ -165,6 +166,7 @@ CVCMIServer::CVCMIServer(boost::program_options::variables_map & opts)
networkHandler = INetworkHandler::createHandler();
networkServer = networkHandler->createServerTCP(*this);
networkServer->start(port);
establishOutgoingConnection();
logNetwork->info("Listening for connections at port %d", port);
}
@ -172,9 +174,6 @@ CVCMIServer::~CVCMIServer() = default;
void CVCMIServer::onNewConnection(const std::shared_ptr<INetworkConnection> & connection)
{
if (activeConnections.empty())
establishOutgoingConnection();
if(state == EServerState::LOBBY)
{
activeConnections.push_back(std::make_shared<CConnection>(connection));
@ -195,16 +194,6 @@ void CVCMIServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & c
pack->visit(visitor);
}
void CVCMIServer::onConnectionFailed(const std::string & errorMessage)
{
//TODO: handle failure to connect to lobby
}
void CVCMIServer::onConnectionEstablished(const std::shared_ptr<INetworkConnection> &)
{
//TODO: handle connection to lobby - login?
}
void CVCMIServer::setState(EServerState value)
{
state = value;
@ -262,14 +251,8 @@ void CVCMIServer::onTimer()
void CVCMIServer::establishOutgoingConnection()
{
if(!cmdLineOptions.count("lobby"))
return;
std::string hostname = settings["lobby"]["hostname"].String();
int16_t port = settings["lobby"]["port"].Integer();
outgoingConnection = networkHandler->createClientTCP(*this);
outgoingConnection->start(hostname, port);
if(cmdLineOptions.count("lobby"))
lobbyProcessor = std::make_unique<GlobalLobbyProcessor>(*this);
}
void CVCMIServer::prepareToRestart()

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@ -37,6 +37,7 @@ VCMI_LIB_NAMESPACE_END
class CGameHandler;
class CBaseForServerApply;
class CBaseForGHApply;
class GlobalLobbyProcessor;
enum class EServerState : ui8
{
@ -47,15 +48,11 @@ enum class EServerState : ui8
SHUTDOWN
};
class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkClientListener, public INetworkTimerListener
class CVCMIServer : public LobbyInfo, public INetworkServerListener, public INetworkTimerListener
{
std::unique_ptr<INetworkHandler> networkHandler;
/// Network server instance that receives and processes incoming connections on active socket
std::unique_ptr<INetworkServer> networkServer;
/// Outgoing connection established by this server to game lobby for proxy mode (only in lobby game)
std::unique_ptr<INetworkClient> outgoingConnection;
std::unique_ptr<GlobalLobbyProcessor> lobbyProcessor;
std::chrono::steady_clock::time_point gameplayStartTime;
std::chrono::steady_clock::time_point lastTimerUpdateTime;
@ -64,6 +61,8 @@ public:
/// List of all active connections
std::vector<std::shared_ptr<CConnection>> activeConnections;
std::unique_ptr<INetworkHandler> networkHandler;
private:
bool restartGameplay; // FIXME: this is just a hack
@ -75,8 +74,6 @@ private:
void onDisconnected(const std::shared_ptr<INetworkConnection> & connection) override;
void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<uint8_t> & message) override;
void onNewConnection(const std::shared_ptr<INetworkConnection> &) override;
void onConnectionFailed(const std::string & errorMessage) override;
void onConnectionEstablished(const std::shared_ptr<INetworkConnection> &) override;
void onTimer() override;
void establishOutgoingConnection();

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@ -0,0 +1,82 @@
/*
* GlobalLobbyProcessor.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 "GlobalLobbyProcessor.h"
#include "CVCMIServer.h"
#include "../lib/CConfigHandler.h"
GlobalLobbyProcessor::GlobalLobbyProcessor(CVCMIServer & owner)
: owner(owner)
, networkClient(owner.networkHandler->createClientTCP(*this))
{
std::string hostname = settings["lobby"]["hostname"].String();
int16_t port = settings["lobby"]["port"].Integer();
networkClient->start(hostname, port);
logGlobal->info("Connecting to lobby server");
}
void GlobalLobbyProcessor::onDisconnected(const std::shared_ptr<INetworkConnection> & connection)
{
throw std::runtime_error("Lost connection to a lobby server!");
}
void GlobalLobbyProcessor::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<uint8_t> & message)
{
JsonNode json(message.data(), message.size());
if(json["type"].String() == "loginFailed")
return receiveLoginFailed(json);
if(json["type"].String() == "loginSuccess")
return receiveLoginSuccess(json);
throw std::runtime_error("Received unexpected message from lobby server: " + json["type"].String());
}
void GlobalLobbyProcessor::receiveLoginFailed(const JsonNode & json)
{
throw std::runtime_error("Failed to login into a lobby server!");
}
void GlobalLobbyProcessor::receiveLoginSuccess(const JsonNode & json)
{
// no-op, wait just for any new commands from lobby
logGlobal->info("Succesfully connected to lobby server");
}
void GlobalLobbyProcessor::onConnectionFailed(const std::string & errorMessage)
{
throw std::runtime_error("Failed to connect to a lobby server!");
}
void GlobalLobbyProcessor::onConnectionEstablished(const std::shared_ptr<INetworkConnection> &)
{
logGlobal->info("Connection to lobby server established");
JsonNode toSend;
toSend["type"].String() = "serverLogin";
toSend["accountID"] = settings["lobby"]["accountID"];
toSend["accountCookie"] = settings["lobby"]["accountCookie"];
sendMessage(toSend);
}
void GlobalLobbyProcessor::sendMessage(const JsonNode & data)
{
std::string payloadString = data.toJson(true);
// FIXME: find better approach
uint8_t * payloadBegin = reinterpret_cast<uint8_t *>(payloadString.data());
uint8_t * payloadEnd = payloadBegin + payloadString.size();
std::vector<uint8_t> payloadBuffer(payloadBegin, payloadEnd);
networkClient->sendPacket(payloadBuffer);
}

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@ -0,0 +1,39 @@
/*
* GlobalLobbyProcessor.h, 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
*
*/
#pragma once
#include "../lib/network/NetworkInterface.h"
VCMI_LIB_NAMESPACE_BEGIN
class JsonNode;
VCMI_LIB_NAMESPACE_END
class CVCMIServer;
class GlobalLobbyProcessor : public INetworkClientListener
{
CVCMIServer & owner;
std::shared_ptr<INetworkConnection> controlConnection;
// std::set<std::shared_ptr<INetworkConnection>> proxyConnections;
std::unique_ptr<INetworkClient> networkClient;
void onDisconnected(const std::shared_ptr<INetworkConnection> & connection) override;
void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<uint8_t> & message) override;
void onConnectionFailed(const std::string & errorMessage) override;
void onConnectionEstablished(const std::shared_ptr<INetworkConnection> &) override;
void sendMessage(const JsonNode & data);
void receiveLoginFailed(const JsonNode & json);
void receiveLoginSuccess(const JsonNode & json);
public:
GlobalLobbyProcessor(CVCMIServer & owner);
};