mirror of
https://github.com/vcmi/vcmi.git
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227 lines
5.6 KiB
C++
227 lines
5.6 KiB
C++
/*
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* lobby.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 <QTcpSocket>
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#include <QAbstractSocket>
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const unsigned int ProtocolVersion = 5;
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const std::string ProtocolEncoding = "utf8";
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class ProtocolError: public std::runtime_error
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{
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public:
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ProtocolError(const char * w): std::runtime_error(w) {}
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};
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enum ProtocolConsts
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{
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//client consts
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GREETING, USERNAME, MESSAGE, VERSION, CREATE, JOIN, LEAVE, KICK, READY, FORCESTART, HERE, ALIVE, HOSTMODE, SETCHANNEL,
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//server consts
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SESSIONS, CREATED, JOINED, KICKED, SRVERROR, CHAT, CHATCHANNEL, START, STATUS, HOST, MODS, CLIENTMODS, USERS, HEALTH, GAMEMODE, CHANNEL
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};
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const QMap<ProtocolConsts, QString> ProtocolStrings
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{
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//=== client commands ===
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//handshaking with server
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//%1: first byte is protocol_version, then size of encoding string in bytes, then encoding string
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//%2: client name
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//%3: VCMI version
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{GREETING, "%1<GREETINGS>%2<VER>%3"},
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//[unsupported] autorization with username
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//%1: username
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{USERNAME, "<USER>%1"},
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//sending message to the chat
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//%1: message text
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{MESSAGE, "<MSG>%1"},
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//create new room
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//%1: room name
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//%2: password for the room
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//%3: max number of players
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//%4: mods used by host
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// each mod has a format modname&modversion, mods should be separated by ; symbol
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{CREATE, "<NEW>%1<PSWD>%2<COUNT>%3<MODS>%4"},
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//join to the room
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//%1: room name
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//%2: password for the room
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//%3: list of mods used by player
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// each mod has a format modname&modversion, mods should be separated by ; symbol
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{JOIN, "<JOIN>%1<PSWD>%2<MODS>%3"},
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//leave the room
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//%1: room name
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{LEAVE, "<LEAVE>%1"},
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//kick user from the current room
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//%1: player username
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{KICK, "<KICK>%1"},
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//signal that player is ready for game
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//%1: room name
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{READY, "<READY>%1"},
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//[unsupported] start session immediately
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//%1: room name
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{FORCESTART, "<FORCESTART>%1"},
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//request user list
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{HERE, "<HERE>"},
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//used as reponse to healcheck
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{ALIVE, "<ALIVE>"},
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//host sets game mode (new game or load game)
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//%1: game mode - 0 for new game, 1 for load game
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{HOSTMODE, "<HOSTMODE>%1"},
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//set new chat channel
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//%1: channel name
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{SETCHANNEL, "<CHANNEL>%1"},
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//=== server commands ===
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//server commands are started from :>>, arguments are enumerated by : symbol
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//new session was created
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//arg[0]: room name
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{CREATED, "CREATED"},
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//list of existing sessions
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//arg[0]: amount of sessions, following arguments depending on it
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//arg[x]: session name
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//arg[x+1]: amount of players in the session
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//arg[x+2]: total amount of players allowed
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//arg[x+3]: True if session is protected by password
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{SESSIONS, "SESSIONS"},
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//user has joined to the session
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//arg[0]: session name
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//arg[1]: username (who was joined)
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{JOINED, "JOIN"},
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//user has left the session
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//arg[0]: session name
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//arg[1]: username (who has left)
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{KICKED, "KICK"},
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//session has been started
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//arg[0]: session name
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//arg[1]: uuid to be used for connection
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{START, "START"},
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//host ownership for the game session
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//arg[0]: uuid to be used by vcmiserver
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//arg[1]: amount of players (clients) to be connected
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{HOST, "HOST"},
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//room status
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//arg[0]: amount of players, following arguments depending on it
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//arg[x]: player username
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//arg[x+1]: True if player is ready
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{STATUS, "STATUS"}, //joined_players:player_name:is_ready
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//server error
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//arg[0]: error message
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{SRVERROR, "ERROR"},
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//mods used in the session by host player
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//arg[0]: amount of mods, following arguments depending on it
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//arg[x]: mod name
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//arg[x+1]: mod version
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{MODS, "MODS"},
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//mods used by user
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//arg[0]: username
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//arg[1]: amount of mods, following arguments depending on it
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//arg[x]: mod name
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//arg[x+1]: mod version
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{CLIENTMODS, "MODSOTHER"},
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//received chat message
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//arg[0]: sender username
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//arg[1]: channel
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//arg[2]: message text
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{CHAT, "MSG"},
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//received chat message to specific channel
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//arg[0]: sender username
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//arg[1]: channel
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//arg[2]: message text
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{CHATCHANNEL, "MSGCH"},
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//list of users currently in lobby
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//arg[0]: amount of players, following arguments depend on it
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//arg[x]: username
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//arg[x+1]: room (empty if not in the room)
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{USERS, "USERS"},
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//healthcheck from server
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{HEALTH, "HEALTH"},
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//game mode (new game or load game) set by host
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//arg[0]: game mode
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{GAMEMODE, "GAMEMODE"},
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//chat channel changed
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//arg[0]: channel name
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{CHANNEL, "CHANNEL"},
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};
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class ServerCommand
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{
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public:
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ServerCommand(ProtocolConsts, const QStringList & arguments);
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const ProtocolConsts command;
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const QStringList arguments;
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};
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class SocketLobby : public QObject
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{
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Q_OBJECT
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public:
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explicit SocketLobby(QObject *parent = 0);
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void connectServer(const QString & host, int port, const QString & username, int timeout);
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void disconnectServer();
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void requestNewSession(const QString & session, int totalPlayers, const QString & pswd, const QMap<QString, QString> & mods);
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void requestJoinSession(const QString & session, const QString & pswd, const QMap<QString, QString> & mods);
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void requestLeaveSession(const QString & session);
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void requestReadySession(const QString & session);
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void send(const QString &);
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signals:
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void text(QString);
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void receive(QString);
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void disconnect();
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public slots:
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void connected();
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void disconnected();
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void bytesWritten(qint64 bytes);
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void readyRead();
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private:
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QTcpSocket *socket;
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bool isConnected = false;
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QString username;
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};
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QString prepareModsClientString(const QMap<QString, QString> & mods);
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