Response::ResponseCode Server_ProtocolHandler::cmdGetGamesOfUser(const Command_GetGamesOfUser &cmd, ResponseContainer &rc)
{
	if (authState == NotLoggedIn)
		return Response::RespLoginNeeded;
	
	// We don't need to check whether the user is logged in; persistent games should also work.
	// The client needs to deal with an empty result list.
	
	Response_GetGamesOfUser *re = new Response_GetGamesOfUser;
	server->roomsLock.lockForRead();
	QMapIterator<int, Server_Room *> roomIterator(server->getRooms());
	while (roomIterator.hasNext()) {
		Server_Room *room = roomIterator.next().value();
		room->gamesLock.lockForRead();
		room->getInfo(*re->add_room_list(), false, true);
		QListIterator<ServerInfo_Game> gameIterator(room->getGamesOfUser(QString::fromStdString(cmd.user_name())));
		while (gameIterator.hasNext())
			re->add_game_list()->CopyFrom(gameIterator.next());
		room->gamesLock.unlock();
	}
	server->roomsLock.unlock();
	
	rc.setResponseExtension(re);
	return Response::RespOk;
}
void TabSupervisor::retranslateUi()
{
    QList<Tab *> tabs;
    tabs.append(tabServer);
    tabs.append(tabReplays);
    tabs.append(tabDeckStorage);
    tabs.append(tabAdmin);
    tabs.append(tabUserLists);
    tabs.append(tabLog);
    QMapIterator<int, TabRoom *> roomIterator(roomTabs);
    while (roomIterator.hasNext())
        tabs.append(roomIterator.next().value());
    QMapIterator<int, TabGame *> gameIterator(gameTabs);
    while (gameIterator.hasNext())
        tabs.append(gameIterator.next().value());
    QListIterator<TabGame *> replayIterator(replayTabs);
    while (replayIterator.hasNext())
        tabs.append(replayIterator.next());
    QListIterator<TabDeckEditor *> deckEditorIterator(deckEditorTabs);
    while (deckEditorIterator.hasNext())
        tabs.append(deckEditorIterator.next());
    QMapIterator<QString, TabMessage *> messageIterator(messageTabs);
    while (messageIterator.hasNext())
        tabs.append(messageIterator.next().value());
    
    for (int i = 0; i < tabs.size(); ++i)
        if (tabs[i]) {
            int idx = indexOf(tabs[i]);
            QString tabText = tabs[i]->getTabText();
            setTabText(idx, sanitizeTabName(tabText));
            setTabToolTip(idx, sanitizeHtml(tabText));
            tabs[i]->retranslateUi();
        }
}
Esempio n. 3
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ServerInfo_Room *Server_Room::getInfo(bool complete) const
{
	QList<ServerInfo_Game *> gameList;
	QList<ServerInfo_User *> userList;
	if (complete) {
		QMapIterator<int, Server_Game *> gameIterator(games);
		while (gameIterator.hasNext())
			gameList.append(gameIterator.next().value()->getInfo());
		
		for (int i = 0; i < size(); ++i)
			userList.append(new ServerInfo_User(at(i)->getUserInfo(), false));
	}
	
	return new ServerInfo_Room(id, name, description, games.size(), size(), autoJoin, gameList, userList);
}
// This function must only be called from the thread this object lives in.
// The thread must not hold any server locks when calling this (e.g. clientsLock, roomsLock).
void Server_ProtocolHandler::prepareDestroy()
{
	if (deleted)
		return;
	deleted = true;
	
	QMapIterator<int, Server_Room *> roomIterator(rooms);
	while (roomIterator.hasNext())
		roomIterator.next().value()->removeClient(this);
	
	QMap<int, QPair<int, int> > tempGames(getGames());
	
	server->roomsLock.lockForRead();
	QMapIterator<int, QPair<int, int> > gameIterator(tempGames);
	while (gameIterator.hasNext()) {
		gameIterator.next();
		
		Server_Room *r = server->getRooms().value(gameIterator.value().first);
		if (!r)
			continue;
		r->gamesLock.lockForRead();
		Server_Game *g = r->getGames().value(gameIterator.key());
		if (!g) {
			r->gamesLock.unlock();
			continue;
		}
		g->gameMutex.lock();
		Server_Player *p = g->getPlayers().value(gameIterator.value().second);
		if (!p) {
			g->gameMutex.unlock();
			r->gamesLock.unlock();
			continue;
		}
		
		p->disconnectClient();
		
		g->gameMutex.unlock();
		r->gamesLock.unlock();
	}
	server->roomsLock.unlock();
	
	server->removeClient(this);
	
	deleteLater();
}
Server_ProtocolHandler::~Server_ProtocolHandler()
{
	// The socket has to be removed from the server's list before it is removed from the game's list
	// so it will not receive the game update event.
	server->removeClient(this);

	QMapIterator<int, Server_Room *> roomIterator(rooms);
	while (roomIterator.hasNext())
		roomIterator.next().value()->removeClient(this);
	
	QMapIterator<int, QPair<Server_Game *, Server_Player *> > gameIterator(games);
	while (gameIterator.hasNext()) {
		gameIterator.next();
		Server_Game *g = gameIterator.value().first;
		Server_Player *p = gameIterator.value().second;
		
		if (authState == UnknownUser)
			g->removePlayer(p);
		else
			p->setProtocolHandler(0);
	}

	delete userInfo;
}