mirror of
https://github.com/vcmi/vcmi.git
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630 lines
19 KiB
C++
630 lines
19 KiB
C++
/*
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* LobbyServer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "LobbyServer.h"
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#include "LobbyDatabase.h"
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#include "../lib/json/JsonFormatException.h"
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#include "../lib/json/JsonNode.h"
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#include "../lib/json/JsonUtils.h"
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#include <boost/uuid/uuid_generators.hpp>
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#include <boost/uuid/uuid_io.hpp>
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bool LobbyServer::isAccountNameValid(const std::string & accountName) const
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{
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if(accountName.size() < 4)
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return false;
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if(accountName.size() > 20)
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return false;
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for(const auto & c : accountName)
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if(!std::isalnum(c))
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return false;
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return true;
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}
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std::string LobbyServer::sanitizeChatMessage(const std::string & inputString) const
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{
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// TODO: sanitize message and remove any "weird" symbols from it
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return inputString;
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}
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NetworkConnectionPtr LobbyServer::findAccount(const std::string & accountID) const
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{
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for(const auto & account : activeAccounts)
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if(account.second == accountID)
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return account.first;
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return nullptr;
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}
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NetworkConnectionPtr LobbyServer::findGameRoom(const std::string & gameRoomID) const
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{
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for(const auto & account : activeGameRooms)
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if(account.second == gameRoomID)
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return account.first;
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return nullptr;
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}
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void LobbyServer::sendMessage(const NetworkConnectionPtr & target, const JsonNode & json)
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{
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target->sendPacket(json.toBytes());
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}
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void LobbyServer::sendAccountCreated(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & accountCookie)
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{
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JsonNode reply;
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reply["type"].String() = "accountCreated";
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reply["accountID"].String() = accountID;
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reply["accountCookie"].String() = accountCookie;
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sendMessage(target, reply);
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}
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void LobbyServer::sendInviteReceived(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & gameRoomID)
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{
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JsonNode reply;
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reply["type"].String() = "inviteReceived";
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reply["accountID"].String() = accountID;
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reply["gameRoomID"].String() = gameRoomID;
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sendMessage(target, reply);
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}
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void LobbyServer::sendOperationFailed(const NetworkConnectionPtr & target, const std::string & reason)
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{
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JsonNode reply;
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reply["type"].String() = "operationFailed";
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reply["reason"].String() = reason;
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sendMessage(target, reply);
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}
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void LobbyServer::sendLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie, const std::string & displayName)
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{
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JsonNode reply;
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reply["type"].String() = "loginSuccess";
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reply["accountCookie"].String() = accountCookie;
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if(!displayName.empty())
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reply["displayName"].String() = displayName;
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sendMessage(target, reply);
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}
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void LobbyServer::sendChatHistory(const NetworkConnectionPtr & target, const std::vector<LobbyChatMessage> & history)
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{
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JsonNode reply;
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reply["type"].String() = "chatHistory";
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for(const auto & message : boost::adaptors::reverse(history))
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{
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JsonNode jsonEntry;
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jsonEntry["accountID"].String() = message.accountID;
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jsonEntry["displayName"].String() = message.displayName;
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jsonEntry["messageText"].String() = message.messageText;
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jsonEntry["ageSeconds"].Integer() = message.age.count();
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reply["messages"].Vector().push_back(jsonEntry);
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}
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sendMessage(target, reply);
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}
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void LobbyServer::broadcastActiveAccounts()
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{
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auto activeAccountsStats = database->getActiveAccounts();
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JsonNode reply;
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reply["type"].String() = "activeAccounts";
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for(const auto & account : activeAccountsStats)
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{
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JsonNode jsonEntry;
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jsonEntry["accountID"].String() = account.accountID;
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jsonEntry["displayName"].String() = account.displayName;
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jsonEntry["status"].String() = "In Lobby"; // TODO: in room status, in match status, offline status(?)
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reply["accounts"].Vector().push_back(jsonEntry);
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}
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for(const auto & connection : activeAccounts)
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sendMessage(connection.first, reply);
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}
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JsonNode LobbyServer::prepareActiveGameRooms()
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{
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auto activeGameRoomStats = database->getActiveGameRooms();
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JsonNode reply;
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reply["type"].String() = "activeGameRooms";
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for(const auto & gameRoom : activeGameRoomStats)
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{
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JsonNode jsonEntry;
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jsonEntry["gameRoomID"].String() = gameRoom.roomID;
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jsonEntry["hostAccountID"].String() = gameRoom.hostAccountID;
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jsonEntry["hostAccountDisplayName"].String() = gameRoom.hostAccountDisplayName;
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jsonEntry["description"].String() = "TODO: ROOM DESCRIPTION";
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jsonEntry["playersCount"].Integer() = gameRoom.playersCount;
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jsonEntry["playersLimit"].Integer() = gameRoom.playersLimit;
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reply["gameRooms"].Vector().push_back(jsonEntry);
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}
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return reply;
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}
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void LobbyServer::broadcastActiveGameRooms()
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{
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auto reply = prepareActiveGameRooms();
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for(const auto & connection : activeAccounts)
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sendMessage(connection.first, reply);
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}
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void LobbyServer::sendAccountJoinsRoom(const NetworkConnectionPtr & target, const std::string & accountID)
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{
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JsonNode reply;
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reply["type"].String() = "accountJoinsRoom";
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reply["accountID"].String() = accountID;
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sendMessage(target, reply);
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}
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void LobbyServer::sendJoinRoomSuccess(const NetworkConnectionPtr & target, const std::string & gameRoomID, bool proxyMode)
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{
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JsonNode reply;
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reply["type"].String() = "joinRoomSuccess";
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reply["gameRoomID"].String() = gameRoomID;
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reply["proxyMode"].Bool() = proxyMode;
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sendMessage(target, reply);
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}
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void LobbyServer::sendChatMessage(const NetworkConnectionPtr & target, const std::string & roomMode, const std::string & roomName, const std::string & accountID, const std::string & displayName, const std::string & messageText)
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{
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JsonNode reply;
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reply["type"].String() = "chatMessage";
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reply["messageText"].String() = messageText;
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reply["accountID"].String() = accountID;
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reply["displayName"].String() = displayName;
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reply["roomMode"].String() = roomMode;
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reply["roomName"].String() = roomName;
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sendMessage(target, reply);
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}
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void LobbyServer::onNewConnection(const NetworkConnectionPtr & connection)
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{
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// no-op - waiting for incoming data
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}
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void LobbyServer::onDisconnected(const NetworkConnectionPtr & connection, const std::string & errorMessage)
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{
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if(activeAccounts.count(connection))
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{
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database->setAccountOnline(activeAccounts.at(connection), false);
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activeAccounts.erase(connection);
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}
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if(activeGameRooms.count(connection))
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{
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database->setGameRoomStatus(activeGameRooms.at(connection), LobbyRoomState::CLOSED);
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activeGameRooms.erase(connection);
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}
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if(activeProxies.count(connection))
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{
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const auto & otherConnection = activeProxies.at(connection);
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if (otherConnection)
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otherConnection->close();
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activeProxies.erase(connection);
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activeProxies.erase(otherConnection);
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}
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broadcastActiveAccounts();
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broadcastActiveGameRooms();
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}
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JsonNode LobbyServer::parseAndValidateMessage(const std::vector<std::byte> & message) const
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{
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JsonParsingSettings parserSettings;
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parserSettings.mode = JsonParsingSettings::JsonFormatMode::JSON;
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parserSettings.maxDepth = 2;
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parserSettings.strict = true;
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JsonNode json;
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try
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{
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JsonNode jsonTemp(message.data(), message.size());
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json = std::move(jsonTemp);
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}
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catch (const JsonFormatException & e)
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{
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logGlobal->info(std::string("Json parsing error encountered: ") + e.what());
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return JsonNode();
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}
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std::string messageType = json["type"].String();
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if (messageType.empty())
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{
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logGlobal->info("Json parsing error encountered: Message type not set!");
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return JsonNode();
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}
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std::string schemaName = "vcmi:lobbyProtocol/" + messageType;
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if (!JsonUtils::validate(json, schemaName, "network"))
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{
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logGlobal->info("Json validation error encountered!");
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return JsonNode();
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}
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return json;
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}
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void LobbyServer::onPacketReceived(const NetworkConnectionPtr & connection, const std::vector<std::byte> & message)
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{
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// proxy connection - no processing, only redirect
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if(activeProxies.count(connection))
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{
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auto lockedPtr = activeProxies.at(connection);
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if(lockedPtr)
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return lockedPtr->sendPacket(message);
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logGlobal->info("Received unexpected message for inactive proxy!");
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}
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JsonNode json = parseAndValidateMessage(message);
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std::string messageType = json["type"].String();
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// communication messages from vcmiclient
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if(activeAccounts.count(connection))
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{
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std::string accountName = activeAccounts.at(connection);
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logGlobal->info("%s: Received message of type %s", accountName, messageType);
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if(messageType == "sendChatMessage")
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return receiveSendChatMessage(connection, json);
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if(messageType == "activateGameRoom")
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return receiveActivateGameRoom(connection, json);
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if(messageType == "joinGameRoom")
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return receiveJoinGameRoom(connection, json);
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if(messageType == "sendInvite")
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return receiveSendInvite(connection, json);
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if(messageType == "declineInvite")
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return receiveDeclineInvite(connection, json);
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logGlobal->warn("%s: Unknown message type: %s", accountName, messageType);
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return;
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}
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// communication messages from vcmiserver
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if(activeGameRooms.count(connection))
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{
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std::string roomName = activeGameRooms.at(connection);
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logGlobal->info("%s: Received message of type %s", roomName, messageType);
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if(messageType == "leaveGameRoom")
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return receiveLeaveGameRoom(connection, json);
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logGlobal->warn("%s: Unknown message type: %s", roomName, messageType);
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return;
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}
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logGlobal->info("(unauthorised): Received message of type %s", messageType);
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// unauthorized connections - permit only login or register attempts
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if(messageType == "clientLogin")
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return receiveClientLogin(connection, json);
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if(messageType == "clientRegister")
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return receiveClientRegister(connection, json);
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if(messageType == "serverLogin")
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return receiveServerLogin(connection, json);
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if(messageType == "clientProxyLogin")
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return receiveClientProxyLogin(connection, json);
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if(messageType == "serverProxyLogin")
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return receiveServerProxyLogin(connection, json);
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connection->close();
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logGlobal->info("(unauthorised): Unknown message type %s", messageType);
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}
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void LobbyServer::receiveSendChatMessage(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string accountID = activeAccounts[connection];
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std::string messageText = json["messageText"].String();
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std::string messageTextClean = sanitizeChatMessage(messageText);
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std::string displayName = database->getAccountDisplayName(accountID);
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if(messageTextClean.empty())
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return sendOperationFailed(connection, "No printable characters in sent message!");
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database->insertChatMessage(accountID, "global", "english", messageText);
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for(const auto & otherConnection : activeAccounts)
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sendChatMessage(otherConnection.first, "global", "english", accountID, displayName, messageText);
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}
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void LobbyServer::receiveClientRegister(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string displayName = json["displayName"].String();
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std::string language = json["language"].String();
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if(isAccountNameValid(displayName))
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return sendOperationFailed(connection, "Illegal account name");
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if(database->isAccountNameExists(displayName))
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return sendOperationFailed(connection, "Account name already in use");
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std::string accountCookie = boost::uuids::to_string(boost::uuids::random_generator()());
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std::string accountID = boost::uuids::to_string(boost::uuids::random_generator()());
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database->insertAccount(accountID, displayName);
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database->insertAccessCookie(accountID, accountCookie);
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sendAccountCreated(connection, accountID, accountCookie);
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}
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void LobbyServer::receiveClientLogin(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string accountID = json["accountID"].String();
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std::string accountCookie = json["accountCookie"].String();
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std::string language = json["language"].String();
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std::string version = json["version"].String();
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if(!database->isAccountIDExists(accountID))
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return sendOperationFailed(connection, "Account not found");
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auto clientCookieStatus = database->getAccountCookieStatus(accountID, accountCookie);
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if(clientCookieStatus == LobbyCookieStatus::INVALID)
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return sendOperationFailed(connection, "Authentification failure");
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database->updateAccountLoginTime(accountID);
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database->setAccountOnline(accountID, true);
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std::string displayName = database->getAccountDisplayName(accountID);
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activeAccounts[connection] = accountID;
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sendLoginSuccess(connection, accountCookie, displayName);
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sendChatHistory(connection, database->getRecentMessageHistory());
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// send active game rooms list to new account
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// and update acount list to everybody else including new account
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broadcastActiveAccounts();
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sendMessage(connection, prepareActiveGameRooms());
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}
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void LobbyServer::receiveServerLogin(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string gameRoomID = json["gameRoomID"].String();
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std::string accountID = json["accountID"].String();
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std::string accountCookie = json["accountCookie"].String();
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std::string version = json["version"].String();
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auto clientCookieStatus = database->getAccountCookieStatus(accountID, accountCookie);
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if(clientCookieStatus == LobbyCookieStatus::INVALID)
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{
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sendOperationFailed(connection, "Invalid credentials");
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}
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else
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{
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database->insertGameRoom(gameRoomID, accountID);
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activeGameRooms[connection] = gameRoomID;
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sendLoginSuccess(connection, accountCookie, {});
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broadcastActiveGameRooms();
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}
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}
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void LobbyServer::receiveClientProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string gameRoomID = json["gameRoomID"].String();
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std::string accountID = json["accountID"].String();
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std::string accountCookie = json["accountCookie"].String();
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auto clientCookieStatus = database->getAccountCookieStatus(accountID, accountCookie);
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if(clientCookieStatus != LobbyCookieStatus::INVALID)
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{
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for(auto & proxyEntry : awaitingProxies)
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{
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if(proxyEntry.accountID != accountID)
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continue;
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if(proxyEntry.roomID != gameRoomID)
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continue;
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proxyEntry.accountConnection = connection;
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auto gameRoomConnection = proxyEntry.roomConnection.lock();
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if(gameRoomConnection)
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{
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activeProxies[gameRoomConnection] = connection;
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activeProxies[connection] = gameRoomConnection;
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}
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return;
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}
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}
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sendOperationFailed(connection, "Invalid credentials");
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connection->close();
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}
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void LobbyServer::receiveServerProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string gameRoomID = json["gameRoomID"].String();
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std::string guestAccountID = json["guestAccountID"].String();
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std::string accountCookie = json["accountCookie"].String();
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// FIXME: find host account ID and validate his cookie
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//auto clientCookieStatus = database->getAccountCookieStatus(hostAccountID, accountCookie, accountCookieLifetime);
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//if(clientCookieStatus != LobbyCookieStatus::INVALID)
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{
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NetworkConnectionPtr targetAccount = findAccount(guestAccountID);
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if(targetAccount == nullptr)
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{
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sendOperationFailed(connection, "Invalid credentials");
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return; // unknown / disconnected account
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}
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sendJoinRoomSuccess(targetAccount, gameRoomID, true);
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AwaitingProxyState proxy;
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proxy.accountID = guestAccountID;
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proxy.roomID = gameRoomID;
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proxy.roomConnection = connection;
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awaitingProxies.push_back(proxy);
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return;
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}
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//connection->close();
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}
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void LobbyServer::receiveActivateGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string hostAccountID = json["hostAccountID"].String();
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std::string accountID = activeAccounts[connection];
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if(database->isPlayerInGameRoom(accountID))
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return sendOperationFailed(connection, "Player already in the room!");
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std::string gameRoomID = database->getIdleGameRoom(hostAccountID);
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if(gameRoomID.empty())
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return sendOperationFailed(connection, "Failed to find idle server to join!");
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std::string roomType = json["roomType"].String();
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if(roomType != "public" && roomType != "private")
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return sendOperationFailed(connection, "Invalid room type!");
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if(roomType == "public")
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database->setGameRoomStatus(gameRoomID, LobbyRoomState::PUBLIC);
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if(roomType == "private")
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database->setGameRoomStatus(gameRoomID, LobbyRoomState::PRIVATE);
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database->insertPlayerIntoGameRoom(accountID, gameRoomID);
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broadcastActiveGameRooms();
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sendJoinRoomSuccess(connection, gameRoomID, false);
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}
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void LobbyServer::receiveJoinGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json)
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{
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std::string gameRoomID = json["gameRoomID"].String();
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std::string accountID = activeAccounts[connection];
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if(database->isPlayerInGameRoom(accountID))
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return sendOperationFailed(connection, "Player already in the room!");
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NetworkConnectionPtr targetRoom = findGameRoom(gameRoomID);
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if(targetRoom == nullptr)
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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::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);
|
|
}
|
|
|
|
void LobbyServer::receiveDeclineInvite(const NetworkConnectionPtr & connection, const JsonNode & json)
|
|
{
|
|
std::string accountID = activeAccounts[connection];
|
|
std::string gameRoomID = json["gameRoomID"].String();
|
|
|
|
if(database->getAccountInviteStatus(accountID, gameRoomID) != LobbyInviteStatus::INVITED)
|
|
return sendOperationFailed(connection, "No active invite found!");
|
|
|
|
database->deleteGameRoomInvite(accountID, 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();
|
|
}
|