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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lobby/LobbyServer.cpp
Ivan Savenko 35954dc41b Simple workaround to fix vcmiserver shutdown procedure
At the moment, vcmilobby *requires* async writes in order to handle
multiple connections with different speeds and at optimal performance,
without hanging if one player is too slow and can't eat all data server
sent to him at once.

However server (and potentially - client) can not handle this mode and
may shutdown either socket or entire asio service too early, before all
writes are performed, leading to weird freeze on ending scenario where
client would not receive notifications about end of game.
2024-05-14 19:40:20 +00:00

844 lines
28 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/Languages.h"
#include "../lib/TextOperations.h"
#include "../lib/json/JsonFormatException.h"
#include "../lib/json/JsonNode.h"
#include "../lib/json/JsonUtils.h"
#include <boost/uuid/uuid_generators.hpp>
#include <boost/uuid/uuid_io.hpp>
bool LobbyServer::isAccountNameValid(const std::string & accountName) const
{
// Arbitrary limit on account name length.
// Can be extended if there are no issues with UI space
if(accountName.size() < 4)
return false;
if(accountName.size() > 20)
return false;
// For now permit only latin alphabet and numbers
// Can be extended, but makes sure that such symbols will be present in all H3 fonts
for(const auto & c : accountName)
if(!std::isalnum(c))
return false;
return true;
}
std::string LobbyServer::sanitizeChatMessage(const std::string & inputString) const
{
static const std::string blacklist = "{}";
std::string sanitized;
for(const auto & ch : inputString)
{
// Remove all control characters
if (ch >= '\0' && ch < ' ')
continue;
// Remove blacklisted characters such as brackets that are used for text formatting
if (blacklist.find(ch) != std::string::npos)
continue;
sanitized += ch;
}
return boost::trim_copy(sanitized);
}
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["version"].String() = gameRoom.version;
jsonEntry["status"].String() = LOBBY_ROOM_STATE_NAMES[vstd::to_underlying(gameRoom.roomState)];
jsonEntry["playerLimit"].Integer() = gameRoom.playerLimit;
jsonEntry["ageSeconds"].Integer() = gameRoom.age.count();
if (!gameRoom.modsJson.empty()) // not present in match history
jsonEntry["mods"] = JsonNode(reinterpret_cast<const std::byte *>(gameRoom.modsJson.data()), gameRoom.modsJson.size());
for(const auto & account : gameRoom.participants)
jsonEntry["participants"].Vector().push_back(loadLobbyAccountToJson(account));
for(const auto & account : gameRoom.invited)
jsonEntry["invited"].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)
{
connection->setAsyncWritesEnabled(true);
// no-op - waiting for incoming data
}
void LobbyServer::onDisconnected(const NetworkConnectionPtr & connection, const std::string & errorMessage)
{
if(activeAccounts.count(connection))
{
logGlobal->info("Account %s disconnecting. Accounts online: %d", activeAccounts.at(connection), activeAccounts.size() - 1);
database->setAccountOnline(activeAccounts.at(connection), false);
activeAccounts.erase(connection);
}
if(activeGameRooms.count(connection))
{
std::string gameRoomID = activeGameRooms.at(connection);
logGlobal->info("Game room %s disconnecting. Rooms online: %d", gameRoomID, activeGameRooms.size() - 1);
if (database->getGameRoomStatus(gameRoomID) == LobbyRoomState::BUSY)
{
database->setGameRoomStatus(gameRoomID, LobbyRoomState::CLOSED);
for(const auto & accountConnection : activeAccounts)
if (database->isPlayerInGameRoom(accountConnection.second, gameRoomID))
sendMatchesHistory(accountConnection.first);
}
else
database->setGameRoomStatus(gameRoomID, LobbyRoomState::CANCELLED);
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 displayName = database->getAccountDisplayName(senderAccountID);
if(!TextOperations::isValidUnicodeString(messageText))
return sendOperationFailed(connection, "String contains invalid characters!");
std::string messageTextClean = sanitizeChatMessage(messageText);
if(messageTextClean.empty())
return sendOperationFailed(connection, "No printable characters in sent message!");
if (channelType == "global")
{
try
{
Languages::getLanguageOptions(channelName);
}
catch (const std::out_of_range &)
{
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);
LobbyRoomState roomStatus = database->getGameRoomStatus(channelName);
// Broadcast chat message only if it being sent to already closed match
// Othervice it will be handled by match server
if (roomStatus == LobbyRoomState::CLOSED)
{
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;
logGlobal->info("%s: Logged in as %s", accountID, displayName);
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
{
std::string modListString = json["mods"].isNull() ? "[]" : json["mods"].toCompactString();
database->insertGameRoom(gameRoomID, accountID, version, modListString);
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 targetAccountConnection = findAccount(accountID);
if(!targetAccountConnection)
return sendOperationFailed(connection, "Player is offline or does not exists!");
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(targetAccountConnection, senderName, gameRoomID);
broadcastActiveGameRooms();
}
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();
}