1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lobby/LobbyServer.cpp
Ivan Savenko 4dce0479ba UI improvements for lobby screen:
- Show description of current chat room in header
- Show count of online accounts / active rooms
- Highlight currently selected chat room
2024-03-27 13:10:55 +02:00

800 lines
26 KiB
C++

/*
* 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/json/JsonFormatException.h"
#include "../lib/json/JsonNode.h"
#include "../lib/json/JsonUtils.h"
#include "../lib/Languages.h"
#include <boost/uuid/uuid_generators.hpp>
#include <boost/uuid/uuid_io.hpp>
bool LobbyServer::isAccountNameValid(const std::string & accountName) const
{
if(accountName.size() < 4)
return false;
if(accountName.size() > 20)
return false;
for(const auto & c : accountName)
if(!std::isalnum(c))
return false;
return true;
}
std::string LobbyServer::sanitizeChatMessage(const std::string & inputString) const
{
// TODO: sanitize message and remove any "weird" symbols from it:
// - control characters ('\0' ... ' ')
// - '{' and '}' symbols to avoid formatting
// - other non-printable characters?
return boost::trim_copy(inputString);
}
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<LobbyChatMessage> & 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["status"].String() = LOBBY_ROOM_STATE_NAMES[vstd::to_underlying(gameRoom.roomState)];
jsonEntry["playerLimit"].Integer() = gameRoom.playerLimit;
jsonEntry["ageSeconds"].Integer() = gameRoom.age.count();
for (auto const & account : gameRoom.participants)
jsonEntry["participants"].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)
{
// no-op - waiting for incoming data
}
void LobbyServer::onDisconnected(const NetworkConnectionPtr & connection, const std::string & errorMessage)
{
if(activeAccounts.count(connection))
{
database->setAccountOnline(activeAccounts.at(connection), false);
activeAccounts.erase(connection);
}
if(activeGameRooms.count(connection))
{
std::string gameRoomID = activeGameRooms.at(connection);
database->setGameRoomStatus(gameRoomID, LobbyRoomState::CLOSED);
for(const auto & accountConnection : activeAccounts)
if (database->isPlayerInGameRoom(accountConnection.second, gameRoomID))
sendMatchesHistory(accountConnection.first);
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<std::byte> & 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<std::byte> & 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 <player 1 ID>_<player 2 ID>, 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 messageTextClean = sanitizeChatMessage(messageText);
std::string displayName = database->getAccountDisplayName(senderAccountID);
if(messageTextClean.empty())
return sendOperationFailed(connection, "No printable characters in sent message!");
if (channelType == "global")
{
try
{
Languages::getLanguageOptions(channelName);
}
catch (const std::runtime_error &)
{
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);
// TODO: Don't report match messages if room is still active - players in room will receive these messages via match server
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, "Authentification failure");
database->updateAccountLoginTime(accountID);
database->setAccountOnline(accountID, true);
std::string displayName = database->getAccountDisplayName(accountID);
activeAccounts[connection] = accountID;
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 acount 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
{
database->insertGameRoom(gameRoomID, accountID);
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 targetAccount = findAccount(accountID);
if(!targetAccount)
return sendOperationFailed(connection, "Invalid account to invite!");
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(targetAccount, senderName, gameRoomID);
}
LobbyServer::~LobbyServer() = default;
LobbyServer::LobbyServer(const boost::filesystem::path & databasePath)
: database(std::make_unique<LobbyDatabase>(databasePath))
, networkHandler(INetworkHandler::createHandler())
, networkServer(networkHandler->createServerTCP(*this))
{
}
void LobbyServer::start(uint16_t port)
{
networkServer->start(port);
}
void LobbyServer::run()
{
networkHandler->run();
}