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Implemented connecting to server via proxy
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@@ -34,29 +34,39 @@ void GlobalLobbyProcessor::onDisconnected(const std::shared_ptr<INetworkConnecti
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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 (connection == controlConnection)
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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() == "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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if(json["type"].String() == "loginSuccess")
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return receiveLoginSuccess(json);
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if(json["type"].String() == "accountJoinsRoom")
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return receiveAccountJoinsRoom(json);
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if(json["type"].String() == "accountJoinsRoom")
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return receiveAccountJoinsRoom(json);
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throw std::runtime_error("Received unexpected message from lobby server: " + json["type"].String());
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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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else
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{
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// received game message via proxy connection
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owner.onPacketReceived(connection, message);
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}
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}
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void GlobalLobbyProcessor::receiveLoginFailed(const JsonNode & json)
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{
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logGlobal->info("Lobby: Failed to login into a lobby server!");
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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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logGlobal->info("Lobby: Succesfully connected to lobby server");
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owner.startAcceptingIncomingConnections();
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}
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@@ -64,6 +74,7 @@ void GlobalLobbyProcessor::receiveAccountJoinsRoom(const JsonNode & json)
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{
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std::string accountID = json["accountID"].String();
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logGlobal->info("Lobby: Account %s will join our room!", accountID);
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assert(proxyConnections.count(accountID) == 0);
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proxyConnections[accountID] = nullptr;
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@@ -87,29 +98,29 @@ void GlobalLobbyProcessor::onConnectionEstablished(const std::shared_ptr<INetwor
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toSend["gameRoomID"].String() = owner.uuid;
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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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sendMessage(connection, toSend);
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}
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else
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{
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// Proxy connection for a player
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std::string accountID;
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std::string guestAccountID;
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for (auto const & proxies : proxyConnections)
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if (proxies.second == nullptr)
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accountID = proxies.first;
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guestAccountID = proxies.first;
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JsonNode toSend;
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toSend["type"].String() = "serverProxyLogin";
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toSend["gameRoomID"].String() = owner.uuid;
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toSend["accountID"].String() = accountID;
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toSend["guestAccountID"].String() = guestAccountID;
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toSend["accountCookie"] = settings["lobby"]["accountCookie"];
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sendMessage(toSend);
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sendMessage(connection, toSend);
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proxyConnections[accountID] = connection;
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proxyConnections[guestAccountID] = connection;
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owner.onNewConnection(connection);
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}
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}
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void GlobalLobbyProcessor::sendMessage(const JsonNode & data)
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void GlobalLobbyProcessor::sendMessage(const NetworkConnectionPtr & target, const JsonNode & data)
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{
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std::string payloadString = data.toJson(true);
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@@ -119,5 +130,5 @@ void GlobalLobbyProcessor::sendMessage(const JsonNode & data)
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std::vector<uint8_t> payloadBuffer(payloadBegin, payloadEnd);
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controlConnection->sendPacket(payloadBuffer);
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target->sendPacket(payloadBuffer);
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}
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