void Server_ProtocolHandler::processCommandContainer(const CommandContainer &cont) { // Command processing must be disabled after prepareDestroy() has been called. if (deleted) return; lastDataReceived = timeRunning; ResponseContainer responseContainer(cont.has_cmd_id() ? cont.cmd_id() : -1); Response::ResponseCode finalResponseCode; if (cont.game_command_size()) finalResponseCode = processGameCommandContainer(cont, responseContainer); else if (cont.room_command_size()) finalResponseCode = processRoomCommandContainer(cont, responseContainer); else if (cont.session_command_size()) finalResponseCode = processSessionCommandContainer(cont, responseContainer); else if (cont.moderator_command_size()) finalResponseCode = processModeratorCommandContainer(cont, responseContainer); else if (cont.admin_command_size()) finalResponseCode = processAdminCommandContainer(cont, responseContainer); else finalResponseCode = Response::RespInvalidCommand; if ((finalResponseCode != Response::RespNothing)) sendResponseContainer(responseContainer, finalResponseCode); }
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; }
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; }