void Server::externalGameCommandContainerReceived(const CommandContainer &cont, int playerId, int serverId, qint64 sessionId) { // This function is always called from the main thread via signal/slot. try { ResponseContainer responseContainer(cont.cmd_id()); Response::ResponseCode finalResponseCode = Response::RespOk; QReadLocker roomsLocker(&roomsLock); Server_Room *room = rooms.value(cont.room_id()); if (!room) { qDebug() << "externalGameCommandContainerReceived: room id=" << cont.room_id() << "not found"; throw Response::RespNotInRoom; } QReadLocker roomGamesLocker(&room->gamesLock); Server_Game *game = room->getGames().value(cont.game_id()); if (!game) { qDebug() << "externalGameCommandContainerReceived: game id=" << cont.game_id() << "not found"; throw Response::RespNotInRoom; } QMutexLocker gameLocker(&game->gameMutex); Server_Player *player = game->getPlayers().value(playerId); if (!player) { qDebug() << "externalGameCommandContainerReceived: player id=" << playerId << "not found"; throw Response::RespNotInRoom; } GameEventStorage ges; for (int i = cont.game_command_size() - 1; i >= 0; --i) { const GameCommand &sc = cont.game_command(i); qDebug() << "[ISL]" << QString::fromStdString(sc.ShortDebugString()); Response::ResponseCode resp = player->processGameCommand(sc, responseContainer, ges); if (resp != Response::RespOk) finalResponseCode = resp; } ges.sendToGame(game); if (finalResponseCode != Response::RespNothing) { player->playerMutex.lock(); player->getUserInterface()->sendResponseContainer(responseContainer, finalResponseCode); player->playerMutex.unlock(); } } catch (Response::ResponseCode code) { Response response; response.set_cmd_id(cont.cmd_id()); response.set_response_code(code); sendIsl_Response(response, serverId, sessionId); } }
Response::ResponseCode Server_ProtocolHandler::processGameCommandContainer(const CommandContainer &cont, ResponseContainer &rc) { if (authState == NotLoggedIn) return Response::RespLoginNeeded; QMap<int, QPair<int, int> > gameMap = getGames(); if (!gameMap.contains(cont.game_id())) return Response::RespNotInRoom; const QPair<int, int> roomIdAndPlayerId = gameMap.value(cont.game_id()); QReadLocker roomsLocker(&server->roomsLock); Server_Room *room = server->getRooms().value(roomIdAndPlayerId.first); if (!room) return Response::RespNotInRoom; QReadLocker roomGamesLocker(&room->gamesLock); Server_Game *game = room->getGames().value(cont.game_id()); if (!game) { if (room->getExternalGames().contains(cont.game_id())) { server->sendIsl_GameCommand(cont, room->getExternalGames().value(cont.game_id()).server_id(), userInfo->session_id(), roomIdAndPlayerId.first, roomIdAndPlayerId.second ); return Response::RespNothing; } return Response::RespNotInRoom; } QMutexLocker gameLocker(&game->gameMutex); Server_Player *player = game->getPlayers().value(roomIdAndPlayerId.second); if (!player) return Response::RespNotInRoom; GameEventStorage ges; Response::ResponseCode finalResponseCode = Response::RespOk; for (int i = cont.game_command_size() - 1; i >= 0; --i) { const GameCommand &sc = cont.game_command(i); logDebugMessage(QString("game %1 player %2: ").arg(cont.game_id()).arg(roomIdAndPlayerId.second) + QString::fromStdString(sc.ShortDebugString())); Response::ResponseCode resp = player->processGameCommand(sc, rc, ges); if (resp != Response::RespOk) finalResponseCode = resp; } ges.sendToGame(game); return finalResponseCode; }
void Server_Game::removePlayer(Server_Player *player) { room->getServer()->removePersistentPlayer(QString::fromStdString(player->getUserInfo()->name()), room->getId(), gameId, player->getPlayerId()); players.remove(player->getPlayerId()); GameEventStorage ges; removeArrowsRelatedToPlayer(ges, player); unattachCards(ges, player); ges.enqueueGameEvent(Event_Leave(), player->getPlayerId()); ges.sendToGame(this); bool playerActive = activePlayer == player->getPlayerId(); bool playerHost = hostId == player->getPlayerId(); bool spectator = player->getSpectator(); player->prepareDestroy(); if (!getPlayerCount()) { gameClosed = true; deleteLater(); return; } else if (!spectator) { if (playerHost) { int newHostId = -1; QMapIterator<int, Server_Player *> playerIterator(players); while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); if (!p->getSpectator()) { newHostId = p->getPlayerId(); break; } } if (newHostId != -1) { hostId = newHostId; sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId)); } } stopGameIfFinished(); if (gameStarted && playerActive) nextTurn(); } ServerInfo_Game gameInfo; gameInfo.set_room_id(room->getId()); gameInfo.set_game_id(gameId); gameInfo.set_player_count(getPlayerCount()); gameInfo.set_spectators_count(getSpectatorCount()); emit gameInfoChanged(gameInfo); }
void Server_Game::removeArrowsRelatedToPlayer(GameEventStorage &ges, Server_Player *player) { QMutexLocker locker(&gameMutex); // Remove all arrows of other players pointing to the player being removed or to one of his cards. // Also remove all arrows starting at one of his cards. This is necessary since players can create // arrows that start at another person's cards. QMapIterator<int, Server_Player *> playerIterator(players); while (playerIterator.hasNext()) { Server_Player *p = playerIterator.next().value(); QList<Server_Arrow *> arrows = p->getArrows().values(); QList<Server_Arrow *> toDelete; for (int i = 0; i < arrows.size(); ++i) { Server_Arrow *a = arrows[i]; Server_Card *targetCard = qobject_cast<Server_Card *>(a->getTargetItem()); if (targetCard) { if (targetCard->getZone()->getPlayer() == player) toDelete.append(a); } else if (static_cast<Server_Player *>(a->getTargetItem()) == player) toDelete.append(a); // Don't use else here! It has to happen regardless of whether targetCard == 0. if (a->getStartCard()->getZone()->getPlayer() == player) toDelete.append(a); } for (int i = 0; i < toDelete.size(); ++i) { Event_DeleteArrow event; event.set_arrow_id(toDelete[i]->getId()); ges.enqueueGameEvent(event, p->getPlayerId()); p->deleteArrow(toDelete[i]->getId()); } } }
void Server_Game::pingClockTimeout() { QMutexLocker locker(&gameMutex); ++secondsElapsed; GameEventStorage ges; ges.setGameEventContext(Context_PingChanged()); QList<ServerInfo_PlayerPing *> pingList; QMapIterator<int, Server_Player *> playerIterator(players); bool allPlayersInactive = true; int playerCount = 0; while (playerIterator.hasNext()) { Server_Player *player = playerIterator.next().value(); if (!player->getSpectator()) ++playerCount; const int oldPingTime = player->getPingTime(); player->playerMutex.lock(); int newPingTime; if (player->getUserInterface()) newPingTime = player->getUserInterface()->getLastCommandTime(); else newPingTime = -1; player->playerMutex.unlock(); if ((newPingTime != -1) && !player->getSpectator()) allPlayersInactive = false; if ((abs(oldPingTime - newPingTime) > 1) || ((newPingTime == -1) && (oldPingTime != -1)) || ((newPingTime != -1) && (oldPingTime == -1))) { player->setPingTime(newPingTime); Event_PlayerPropertiesChanged event; event.mutable_player_properties()->set_ping_seconds(newPingTime); ges.enqueueGameEvent(event, player->getPlayerId()); } } ges.sendToGame(this); const int maxTime = room->getServer()->getMaxGameInactivityTime(); if (allPlayersInactive) { if (((++inactivityCounter >= maxTime) && (maxTime > 0)) || (playerCount < maxPlayers)) deleteLater(); } else inactivityCounter = 0; }
Response::ResponseCode Server_ProtocolHandler::processGameCommandContainer(const CommandContainer &cont, ResponseContainer &rc) { static QList<GameCommand::GameCommandType> antifloodCommandsWhiteList = QList<GameCommand::GameCommandType>() // draw/undo card draw (example: drawing 10 cards one by one from the deck) << GameCommand::DRAW_CARDS << GameCommand::UNDO_DRAW // create, delete arrows (example: targeting with 10 cards during an attack) << GameCommand::CREATE_ARROW << GameCommand::DELETE_ARROW // set card attributes (example: tapping 10 cards at once) << GameCommand::SET_CARD_ATTR // increment / decrement counter (example: -10 life points one by one) << GameCommand::INC_COUNTER // mulling lots of hands in a row << GameCommand::MULLIGAN // allows a user to sideboard without receiving flooding message << GameCommand::MOVE_CARD; if (authState == NotLoggedIn) return Response::RespLoginNeeded; QMap<int, QPair<int, int> > gameMap = getGames(); if (!gameMap.contains(cont.game_id())) return Response::RespNotInRoom; const QPair<int, int> roomIdAndPlayerId = gameMap.value(cont.game_id()); QReadLocker roomsLocker(&server->roomsLock); Server_Room *room = server->getRooms().value(roomIdAndPlayerId.first); if (!room) return Response::RespNotInRoom; QReadLocker roomGamesLocker(&room->gamesLock); Server_Game *game = room->getGames().value(cont.game_id()); if (!game) { if (room->getExternalGames().contains(cont.game_id())) { server->sendIsl_GameCommand(cont, room->getExternalGames().value(cont.game_id()).server_id(), userInfo->session_id(), roomIdAndPlayerId.first, roomIdAndPlayerId.second ); return Response::RespNothing; } return Response::RespNotInRoom; } QMutexLocker gameLocker(&game->gameMutex); Server_Player *player = game->getPlayers().value(roomIdAndPlayerId.second); if (!player) return Response::RespNotInRoom; int commandCountingInterval = server->getCommandCountingInterval(); int maxCommandCountPerInterval = server->getMaxCommandCountPerInterval(); GameEventStorage ges; Response::ResponseCode finalResponseCode = Response::RespOk; for (int i = cont.game_command_size() - 1; i >= 0; --i) { const GameCommand &sc = cont.game_command(i); logDebugMessage(QString("game %1 player %2: ").arg(cont.game_id()).arg(roomIdAndPlayerId.second) + QString::fromStdString(sc.ShortDebugString())); if (commandCountingInterval > 0) { int totalCount = 0; if (commandCountOverTime.isEmpty()) commandCountOverTime.prepend(0); if(!antifloodCommandsWhiteList.contains((GameCommand::GameCommandType) getPbExtension(sc))) ++commandCountOverTime[0]; for (int i = 0; i < commandCountOverTime.size(); ++i) totalCount += commandCountOverTime[i]; if (totalCount > maxCommandCountPerInterval) return Response::RespChatFlood; } Response::ResponseCode resp = player->processGameCommand(sc, rc, ges); if (resp != Response::RespOk) finalResponseCode = resp; } ges.sendToGame(game); return finalResponseCode; }