/* * LobbyServer.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" #include "LobbyDefines.h" VCMI_LIB_NAMESPACE_BEGIN class JsonNode; VCMI_LIB_NAMESPACE_END class LobbyDatabase; class LobbyServer : public INetworkServerListener { struct AccountState { std::string accountID; std::string displayName; std::string version; std::string language; }; struct GameRoomState { std::string roomID; }; struct AwaitingProxyState { std::string accountID; std::string roomID; std::weak_ptr accountConnection; std::weak_ptr roomConnection; }; /// list of connected proxies. All messages received from (key) will be redirected to (value) connection std::map> activeProxies; /// list of half-established proxies from server that are still waiting for client to connect std::vector awaitingProxies; /// list of logged in accounts (vcmiclient's) std::map activeAccounts; /// list of currently logged in game rooms (vcmiserver's) std::map activeGameRooms; std::unique_ptr database; std::unique_ptr networkHandler; std::unique_ptr networkServer; std::string sanitizeChatMessage(const std::string & inputString) const; bool isAccountNameValid(const std::string & accountName) const; NetworkConnectionPtr findAccount(const std::string & accountID) const; NetworkConnectionPtr findGameRoom(const std::string & gameRoomID) const; void onNewConnection(const NetworkConnectionPtr & connection) override; void onDisconnected(const NetworkConnectionPtr & connection) override; void onPacketReceived(const NetworkConnectionPtr & connection, const std::vector & message) override; void sendMessage(const NetworkConnectionPtr & target, const JsonNode & json); void broadcastActiveAccounts(); void broadcastActiveGameRooms(); void sendChatMessage(const NetworkConnectionPtr & target, const std::string & roomMode, const std::string & roomName, const std::string & accountID, const std::string & displayName, const std::string & messageText); void sendAccountCreated(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & accountCookie); void sendLoginFailed(const NetworkConnectionPtr & target, const std::string & reason); void sendLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie, const std::string & displayName); void sendChatHistory(const NetworkConnectionPtr & target, const std::vector &); void sendAccountJoinsRoom(const NetworkConnectionPtr & target, const std::string & accountID); void sendJoinRoomSuccess(const NetworkConnectionPtr & target, const std::string & gameRoomID); void sendInviteReceived(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & gameRoomID); void receiveClientRegister(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveClientLogin(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveServerLogin(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveClientProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveServerProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveSendChatMessage(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveOpenGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveJoinGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveLeaveGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveSendInvite(const NetworkConnectionPtr & connection, const JsonNode & json); void receiveDeclineInvite(const NetworkConnectionPtr & connection, const JsonNode & json); public: explicit LobbyServer(const boost::filesystem::path & databasePath); ~LobbyServer(); void start(uint16_t port); void run(); };