/* * 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/Languages.h" #include "../lib/TextOperations.h" #include "../lib/json/JsonFormatException.h" #include "../lib/json/JsonNode.h" #include "../lib/json/JsonUtils.h" #include #include bool LobbyServer::isAccountNameValid(const std::string & accountName) const { // Arbitrary limit on account name length. // Can be extended if there are no issues with UI space if(accountName.size() < 4) return false; if(accountName.size() > 20) return false; // For now permit only latin alphabet and numbers // Can be extended, but makes sure that such symbols will be present in all H3 fonts for(const auto & c : accountName) if(!std::isalnum(c)) return false; return true; } std::string LobbyServer::sanitizeChatMessage(const std::string & inputString) const { static const std::string blacklist = "{}"; std::string sanitized; for(const auto & ch : inputString) { // Remove all control characters if (ch >= '\0' && ch < ' ') continue; // Remove blacklisted characters such as brackets that are used for text formatting if (blacklist.find(ch) != std::string::npos) continue; sanitized += ch; } return boost::trim_copy(sanitized); } NetworkConnectionPtr LobbyServer::findAccount(const std::string & accountID) const { for(const auto & account : activeAccounts) if(account.second == accountID) return account.first; return nullptr; } NetworkConnectionPtr LobbyServer::findGameRoom(const std::string & gameRoomID) const { for(const auto & account : activeGameRooms) if(account.second == gameRoomID) return account.first; return nullptr; } void LobbyServer::sendMessage(const NetworkConnectionPtr & target, const JsonNode & json) { logGlobal->info("Sending message of type %s", json["type"].String()); assert(JsonUtils::validate(json, "vcmi:lobbyProtocol/" + json["type"].String(), json["type"].String() + " pack")); 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); } void LobbyServer::sendOperationFailed(const NetworkConnectionPtr & target, const std::string & reason) { JsonNode reply; reply["type"].String() = "operationFailed"; reply["reason"].String() = reason; sendMessage(target, reply); } void LobbyServer::sendClientLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie, const std::string & displayName) { JsonNode reply; reply["type"].String() = "clientLoginSuccess"; reply["accountCookie"].String() = accountCookie; reply["displayName"].String() = displayName; sendMessage(target, reply); } void LobbyServer::sendServerLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie) { JsonNode reply; reply["type"].String() = "serverLoginSuccess"; reply["accountCookie"].String() = accountCookie; sendMessage(target, reply); } void LobbyServer::sendFullChatHistory(const NetworkConnectionPtr & target, const std::string & channelType, const std::string & channelName, const std::string & channelNameForClient) { sendChatHistory(target, channelType, channelNameForClient, database->getFullMessageHistory(channelType, channelName)); } void LobbyServer::sendRecentChatHistory(const NetworkConnectionPtr & target, const std::string & channelType, const std::string & channelName) { sendChatHistory(target, channelType, channelName, database->getRecentMessageHistory(channelType, channelName)); } void LobbyServer::sendChatHistory(const NetworkConnectionPtr & target, const std::string & channelType, const std::string & channelName, const std::vector & history) { JsonNode reply; reply["type"].String() = "chatHistory"; reply["channelType"].String() = channelType; reply["channelName"].String() = channelName; reply["messages"].Vector(); // force creation of empty vector 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); } void LobbyServer::broadcastActiveAccounts() { auto activeAccountsStats = database->getActiveAccounts(); JsonNode reply; reply["type"].String() = "activeAccounts"; reply["accounts"].Vector(); // force creation of empty vector 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); } static JsonNode loadLobbyAccountToJson(const LobbyAccount & account) { JsonNode jsonEntry; jsonEntry["accountID"].String() = account.accountID; jsonEntry["displayName"].String() = account.displayName; return jsonEntry; } static JsonNode loadLobbyGameRoomToJson(const LobbyGameRoom & gameRoom) { static constexpr std::array LOBBY_ROOM_STATE_NAMES = { "idle", "public", "private", "busy", "cancelled", "closed" }; JsonNode jsonEntry; jsonEntry["gameRoomID"].String() = gameRoom.roomID; jsonEntry["hostAccountID"].String() = gameRoom.hostAccountID; jsonEntry["hostAccountDisplayName"].String() = gameRoom.hostAccountDisplayName; jsonEntry["description"].String() = gameRoom.description; jsonEntry["version"].String() = gameRoom.version; jsonEntry["status"].String() = LOBBY_ROOM_STATE_NAMES[vstd::to_underlying(gameRoom.roomState)]; jsonEntry["playerLimit"].Integer() = gameRoom.playerLimit; jsonEntry["ageSeconds"].Integer() = gameRoom.age.count(); if (!gameRoom.modsJson.empty()) // not present in match history jsonEntry["mods"] = JsonNode(reinterpret_cast(gameRoom.modsJson.data()), gameRoom.modsJson.size()); for(const auto & account : gameRoom.participants) jsonEntry["participants"].Vector().push_back(loadLobbyAccountToJson(account)); for(const auto & account : gameRoom.invited) jsonEntry["invited"].Vector().push_back(loadLobbyAccountToJson(account)); return jsonEntry; } void LobbyServer::sendMatchesHistory(const NetworkConnectionPtr & target) { std::string accountID = activeAccounts.at(target); auto matchesHistory = database->getAccountGameHistory(accountID); JsonNode reply; reply["type"].String() = "matchesHistory"; reply["matchesHistory"].Vector(); // force creation of empty vector for(const auto & gameRoom : matchesHistory) reply["matchesHistory"].Vector().push_back(loadLobbyGameRoomToJson(gameRoom)); sendMessage(target, reply); } JsonNode LobbyServer::prepareActiveGameRooms() { auto activeGameRoomStats = database->getActiveGameRooms(); JsonNode reply; reply["type"].String() = "activeGameRooms"; reply["gameRooms"].Vector(); // force creation of empty vector for(const auto & gameRoom : activeGameRoomStats) reply["gameRooms"].Vector().push_back(loadLobbyGameRoomToJson(gameRoom)); 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); } void LobbyServer::sendChatMessage(const NetworkConnectionPtr & target, const std::string & channelType, const std::string & channelName, const std::string & accountID, const std::string & displayName, const std::string & messageText) { JsonNode reply; reply["type"].String() = "chatMessage"; reply["messageText"].String() = messageText; reply["accountID"].String() = accountID; reply["displayName"].String() = displayName; reply["channelType"].String() = channelType; reply["channelName"].String() = channelName; sendMessage(target, reply); } void LobbyServer::onNewConnection(const NetworkConnectionPtr & connection) { connection->setAsyncWritesEnabled(true); // no-op - waiting for incoming data } void LobbyServer::onDisconnected(const NetworkConnectionPtr & connection, const std::string & errorMessage) { if(activeAccounts.count(connection)) { logGlobal->info("Account %s disconnecting. Accounts online: %d", activeAccounts.at(connection), activeAccounts.size() - 1); database->setAccountOnline(activeAccounts.at(connection), false); activeAccounts.erase(connection); } if(activeGameRooms.count(connection)) { std::string gameRoomID = activeGameRooms.at(connection); logGlobal->info("Game room %s disconnecting. Rooms online: %d", gameRoomID, activeGameRooms.size() - 1); if (database->getGameRoomStatus(gameRoomID) == LobbyRoomState::BUSY) { database->setGameRoomStatus(gameRoomID, LobbyRoomState::CLOSED); for(const auto & accountConnection : activeAccounts) if (database->isPlayerInGameRoom(accountConnection.second, gameRoomID)) sendMatchesHistory(accountConnection.first); } else database->setGameRoomStatus(gameRoomID, LobbyRoomState::CANCELLED); activeGameRooms.erase(connection); } if(activeProxies.count(connection)) { const auto & otherConnection = activeProxies.at(connection); if (otherConnection) otherConnection->close(); activeProxies.erase(connection); activeProxies.erase(otherConnection); } broadcastActiveAccounts(); broadcastActiveGameRooms(); } JsonNode LobbyServer::parseAndValidateMessage(const std::vector & 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, messageType + " pack")) { logGlobal->info("Json validation error encountered!"); assert(0); return JsonNode(); } return json; } void LobbyServer::onPacketReceived(const NetworkConnectionPtr & connection, const std::vector & message) { // proxy connection - no processing, only redirect if(activeProxies.count(connection)) { auto lockedPtr = activeProxies.at(connection); if(lockedPtr) return lockedPtr->sendPacket(message); logGlobal->info("Received unexpected message for inactive proxy!"); } JsonNode json = parseAndValidateMessage(message); std::string messageType = json["type"].String(); // communication messages from vcmiclient if(activeAccounts.count(connection)) { std::string accountName = activeAccounts.at(connection); logGlobal->info("%s: Received message of type %s", accountName, messageType); if(messageType == "sendChatMessage") return receiveSendChatMessage(connection, json); if(messageType == "requestChatHistory") return receiveRequestChatHistory(connection, json); if(messageType == "activateGameRoom") return receiveActivateGameRoom(connection, json); if(messageType == "joinGameRoom") return receiveJoinGameRoom(connection, json); if(messageType == "sendInvite") return receiveSendInvite(connection, json); logGlobal->warn("%s: Unknown message type: %s", accountName, messageType); return; } // communication messages from vcmiserver if(activeGameRooms.count(connection)) { std::string roomName = activeGameRooms.at(connection); logGlobal->info("%s: Received message of type %s", roomName, messageType); if(messageType == "changeRoomDescription") return receiveChangeRoomDescription(connection, json); if(messageType == "gameStarted") return receiveGameStarted(connection, json); if(messageType == "leaveGameRoom") return receiveLeaveGameRoom(connection, json); logGlobal->warn("%s: Unknown message type: %s", roomName, messageType); return; } logGlobal->info("(unauthorised): Received message of type %s", messageType); // unauthorized connections - permit only login or register attempts if(messageType == "clientLogin") return receiveClientLogin(connection, json); if(messageType == "clientRegister") return receiveClientRegister(connection, json); if(messageType == "serverLogin") return receiveServerLogin(connection, json); if(messageType == "clientProxyLogin") return receiveClientProxyLogin(connection, json); if(messageType == "serverProxyLogin") return receiveServerProxyLogin(connection, json); connection->close(); logGlobal->info("(unauthorised): Unknown message type %s", messageType); } void LobbyServer::receiveRequestChatHistory(const NetworkConnectionPtr & connection, const JsonNode & json) { std::string accountID = activeAccounts[connection]; std::string channelType = json["channelType"].String(); std::string channelName = json["channelName"].String(); if (channelType == "global") { // can only be sent on connection, initiated by server sendOperationFailed(connection, "Operation not supported!"); } if (channelType == "match") { if (!database->isPlayerInGameRoom(accountID, channelName)) return sendOperationFailed(connection, "Can not access room you are not part of!"); sendFullChatHistory(connection, channelType, channelName, channelName); } if (channelType == "player") { if (!database->isAccountIDExists(channelName)) return sendOperationFailed(connection, "Such player does not exists!"); // room ID for private messages is actually _, with player ID's sorted alphabetically (to generate unique room ID) std::string roomID = std::min(accountID, channelName) + "_" + std::max(accountID, channelName); sendFullChatHistory(connection, channelType, roomID, channelName); } } void LobbyServer::receiveSendChatMessage(const NetworkConnectionPtr & connection, const JsonNode & json) { std::string senderAccountID = activeAccounts[connection]; std::string messageText = json["messageText"].String(); std::string channelType = json["channelType"].String(); std::string channelName = json["channelName"].String(); std::string displayName = database->getAccountDisplayName(senderAccountID); if(!TextOperations::isValidUnicodeString(messageText)) return sendOperationFailed(connection, "String contains invalid characters!"); std::string messageTextClean = sanitizeChatMessage(messageText); if(messageTextClean.empty()) return sendOperationFailed(connection, "No printable characters in sent message!"); if (channelType == "global") { try { Languages::getLanguageOptions(channelName); } catch (const std::out_of_range &) { return sendOperationFailed(connection, "Unknown language!"); } database->insertChatMessage(senderAccountID, channelType, channelName, messageText); for(const auto & otherConnection : activeAccounts) sendChatMessage(otherConnection.first, channelType, channelName, senderAccountID, displayName, messageText); } if (channelType == "match") { if (!database->isPlayerInGameRoom(senderAccountID, channelName)) return sendOperationFailed(connection, "Can not access room you are not part of!"); database->insertChatMessage(senderAccountID, channelType, channelName, messageText); LobbyRoomState roomStatus = database->getGameRoomStatus(channelName); // Broadcast chat message only if it being sent to already closed match // Othervice it will be handled by match server if (roomStatus == LobbyRoomState::CLOSED) { for(const auto & otherConnection : activeAccounts) { if (database->isPlayerInGameRoom(otherConnection.second, channelName)) sendChatMessage(otherConnection.first, channelType, channelName, senderAccountID, displayName, messageText); } } } if (channelType == "player") { const std::string & receiverAccountID = channelName; std::string roomID = std::min(senderAccountID, receiverAccountID) + "_" + std::max(senderAccountID, receiverAccountID); if (!database->isAccountIDExists(receiverAccountID)) return sendOperationFailed(connection, "Such player does not exists!"); database->insertChatMessage(senderAccountID, channelType, roomID, messageText); sendChatMessage(connection, channelType, receiverAccountID, senderAccountID, displayName, messageText); if (senderAccountID != receiverAccountID) { for(const auto & otherConnection : activeAccounts) if (otherConnection.second == receiverAccountID) sendChatMessage(otherConnection.first, channelType, senderAccountID, senderAccountID, displayName, messageText); } } } void LobbyServer::receiveClientRegister(const NetworkConnectionPtr & connection, const JsonNode & json) { std::string displayName = json["displayName"].String(); std::string language = json["language"].String(); if(!isAccountNameValid(displayName)) return sendOperationFailed(connection, "Illegal account name"); if(database->isAccountNameExists(displayName)) 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(); if(!database->isAccountIDExists(accountID)) return sendOperationFailed(connection, "Account not found"); auto clientCookieStatus = database->getAccountCookieStatus(accountID, accountCookie); if(clientCookieStatus == LobbyCookieStatus::INVALID) return sendOperationFailed(connection, "Authentication failure"); database->updateAccountLoginTime(accountID); database->setAccountOnline(accountID, true); std::string displayName = database->getAccountDisplayName(accountID); activeAccounts[connection] = accountID; logGlobal->info("%s: Logged in as %s", accountID, displayName); sendClientLoginSuccess(connection, accountCookie, displayName); sendRecentChatHistory(connection, "global", "english"); if (language != "english") sendRecentChatHistory(connection, "global", language); // send active game rooms list to new account // and update account list to everybody else including new account broadcastActiveAccounts(); sendMessage(connection, prepareActiveGameRooms()); sendMatchesHistory(connection); } 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); if(clientCookieStatus == LobbyCookieStatus::INVALID) { sendOperationFailed(connection, "Invalid credentials"); } else { std::string modListString = json["mods"].isNull() ? "[]" : json["mods"].toCompactString(); database->insertGameRoom(gameRoomID, accountID, version, modListString); activeGameRooms[connection] = gameRoomID; sendServerLoginSuccess(connection, accountCookie); 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); if(clientCookieStatus != LobbyCookieStatus::INVALID) { for(auto & proxyEntry : awaitingProxies) { if(proxyEntry.accountID != accountID) continue; if(proxyEntry.roomID != gameRoomID) continue; proxyEntry.accountConnection = connection; auto gameRoomConnection = proxyEntry.roomConnection.lock(); if(gameRoomConnection) { activeProxies[gameRoomConnection] = connection; activeProxies[connection] = gameRoomConnection; } return; } } 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); if(targetAccount == nullptr) { sendOperationFailed(connection, "Invalid credentials"); return; // unknown / disconnected account } 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(); std::string accountID = activeAccounts[connection]; int playerLimit = json["playerLimit"].Integer(); if(database->isPlayerInGameRoom(accountID)) return sendOperationFailed(connection, "Player already in the room!"); std::string gameRoomID = database->getIdleGameRoom(hostAccountID); if(gameRoomID.empty()) return sendOperationFailed(connection, "Failed to find idle server to join!"); std::string roomType = json["roomType"].String(); if(roomType != "public" && roomType != "private") return sendOperationFailed(connection, "Invalid room type!"); if(roomType == "public") database->setGameRoomStatus(gameRoomID, LobbyRoomState::PUBLIC); if(roomType == "private") database->setGameRoomStatus(gameRoomID, LobbyRoomState::PRIVATE); database->updateRoomPlayerLimit(gameRoomID, playerLimit); database->insertPlayerIntoGameRoom(accountID, gameRoomID); broadcastActiveGameRooms(); sendJoinRoomSuccess(connection, gameRoomID, false); } void LobbyServer::receiveJoinGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json) { std::string gameRoomID = json["gameRoomID"].String(); std::string accountID = activeAccounts[connection]; if(database->isPlayerInGameRoom(accountID)) return sendOperationFailed(connection, "Player already in the room!"); NetworkConnectionPtr targetRoom = findGameRoom(gameRoomID); if(targetRoom == nullptr) return sendOperationFailed(connection, "Failed to find game room to join!"); auto roomStatus = database->getGameRoomStatus(gameRoomID); if(roomStatus != LobbyRoomState::PRIVATE && roomStatus != LobbyRoomState::PUBLIC) return sendOperationFailed(connection, "Room does not accepts new players!"); if(roomStatus == LobbyRoomState::PRIVATE) { if(database->getAccountInviteStatus(accountID, gameRoomID) != LobbyInviteStatus::INVITED) return sendOperationFailed(connection, "You are not permitted to join private room without invite!"); } if(database->getGameRoomFreeSlots(gameRoomID) == 0) return sendOperationFailed(connection, "Room is already full!"); 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::receiveChangeRoomDescription(const NetworkConnectionPtr & connection, const JsonNode & json) { std::string gameRoomID = activeGameRooms[connection]; std::string description = json["description"].String(); database->updateRoomDescription(gameRoomID, description); broadcastActiveGameRooms(); } void LobbyServer::receiveGameStarted(const NetworkConnectionPtr & connection, const JsonNode & json) { std::string gameRoomID = activeGameRooms[connection]; database->setGameRoomStatus(gameRoomID, LobbyRoomState::BUSY); broadcastActiveGameRooms(); } void LobbyServer::receiveLeaveGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json) { std::string accountID = json["accountID"].String(); std::string gameRoomID = activeGameRooms[connection]; if(!database->isPlayerInGameRoom(accountID, gameRoomID)) return sendOperationFailed(connection, "You are not in the room!"); database->deletePlayerFromGameRoom(accountID, gameRoomID); broadcastActiveGameRooms(); } void LobbyServer::receiveSendInvite(const NetworkConnectionPtr & connection, const JsonNode & json) { std::string senderName = activeAccounts[connection]; std::string accountID = json["accountID"].String(); std::string gameRoomID = database->getAccountGameRoom(senderName); auto targetAccountConnection = findAccount(accountID); if(!targetAccountConnection) return sendOperationFailed(connection, "Player is offline or does not exists!"); if(!database->isPlayerInGameRoom(senderName)) return sendOperationFailed(connection, "You are not in the room!"); if(database->isPlayerInGameRoom(accountID)) return sendOperationFailed(connection, "This player is already in a room!"); if(database->getAccountInviteStatus(accountID, gameRoomID) != LobbyInviteStatus::NOT_INVITED) return sendOperationFailed(connection, "This player is already invited!"); database->insertGameRoomInvite(accountID, gameRoomID); sendInviteReceived(targetAccountConnection, senderName, gameRoomID); broadcastActiveGameRooms(); } LobbyServer::~LobbyServer() = default; LobbyServer::LobbyServer(const boost::filesystem::path & databasePath) : database(std::make_unique(databasePath)) , networkHandler(INetworkHandler::createHandler()) , networkServer(networkHandler->createServerTCP(*this)) { } void LobbyServer::start(uint16_t port) { networkServer->start(port); } void LobbyServer::run() { networkHandler->run(); }