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98 lines
4.5 KiB
C++
98 lines
4.5 KiB
C++
/*
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* LobbyServer.h, 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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#pragma once
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#include "../lib/network/NetworkInterface.h"
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#include "LobbyDefines.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class JsonNode;
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VCMI_LIB_NAMESPACE_END
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class LobbyDatabase;
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class LobbyServer final : public INetworkServerListener
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{
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struct AwaitingProxyState
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{
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std::string accountID;
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std::string roomID;
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NetworkConnectionWeakPtr accountConnection;
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NetworkConnectionWeakPtr roomConnection;
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};
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/// list of connected proxies. All messages received from (key) will be redirected to (value) connection
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std::map<NetworkConnectionPtr, NetworkConnectionPtr> activeProxies;
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/// list of half-established proxies from server that are still waiting for client to connect
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std::vector<AwaitingProxyState> awaitingProxies;
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/// list of logged in accounts (vcmiclient's)
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std::map<NetworkConnectionPtr, std::string> activeAccounts;
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/// list of currently logged in game rooms (vcmiserver's)
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std::map<NetworkConnectionPtr, std::string> activeGameRooms;
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std::unique_ptr<LobbyDatabase> database;
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std::unique_ptr<INetworkHandler> networkHandler;
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std::unique_ptr<INetworkServer> networkServer;
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std::string sanitizeChatMessage(const std::string & inputString) const;
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bool isAccountNameValid(const std::string & accountName) const;
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NetworkConnectionPtr findAccount(const std::string & accountID) const;
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NetworkConnectionPtr findGameRoom(const std::string & gameRoomID) const;
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void onNewConnection(const NetworkConnectionPtr & connection) override;
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void onDisconnected(const NetworkConnectionPtr & connection, const std::string & errorMessage) override;
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void onPacketReceived(const NetworkConnectionPtr & connection, const std::vector<std::byte> & message) override;
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void sendMessage(const NetworkConnectionPtr & target, const JsonNode & json);
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void broadcastActiveAccounts();
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void broadcastActiveGameRooms();
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JsonNode prepareActiveGameRooms();
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/// Attempts to load json from incoming byte stream and validate it
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/// Returns parsed json on success or empty json node on failure
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JsonNode parseAndValidateMessage(const std::vector<std::byte> & message) const;
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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);
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void sendAccountCreated(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & accountCookie);
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void sendOperationFailed(const NetworkConnectionPtr & target, const std::string & reason);
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void sendServerLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie);
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void sendClientLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie, const std::string & displayName);
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void sendChatHistory(const NetworkConnectionPtr & target, const std::vector<LobbyChatMessage> &);
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void sendAccountJoinsRoom(const NetworkConnectionPtr & target, const std::string & accountID);
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void sendJoinRoomSuccess(const NetworkConnectionPtr & target, const std::string & gameRoomID, bool proxyMode);
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void sendInviteReceived(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & gameRoomID);
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void receiveClientRegister(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveClientLogin(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveServerLogin(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveClientProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveServerProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveSendChatMessage(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveActivateGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveJoinGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveLeaveGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveSendInvite(const NetworkConnectionPtr & connection, const JsonNode & json);
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void receiveDeclineInvite(const NetworkConnectionPtr & connection, const JsonNode & json);
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public:
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explicit LobbyServer(const boost::filesystem::path & databasePath);
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~LobbyServer();
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void start(uint16_t port);
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void run();
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};
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