LobbyServer.h 5.2 KB

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  1. /*
  2. * LobbyServer.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../lib/network/NetworkInterface.h"
  12. #include "LobbyDefines.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. class JsonNode;
  15. VCMI_LIB_NAMESPACE_END
  16. class LobbyDatabase;
  17. class LobbyServer final : public INetworkServerListener
  18. {
  19. struct AwaitingProxyState
  20. {
  21. std::string accountID;
  22. std::string roomID;
  23. NetworkConnectionWeakPtr accountConnection;
  24. NetworkConnectionWeakPtr roomConnection;
  25. };
  26. /// list of connected proxies. All messages received from (key) will be redirected to (value) connection
  27. std::map<NetworkConnectionPtr, NetworkConnectionPtr> activeProxies;
  28. /// list of half-established proxies from server that are still waiting for client to connect
  29. std::vector<AwaitingProxyState> awaitingProxies;
  30. /// list of logged in accounts (vcmiclient's)
  31. std::map<NetworkConnectionPtr, std::string> activeAccounts;
  32. /// list of currently logged in game rooms (vcmiserver's)
  33. std::map<NetworkConnectionPtr, std::string> activeGameRooms;
  34. std::unique_ptr<LobbyDatabase> database;
  35. std::unique_ptr<INetworkHandler> networkHandler;
  36. std::unique_ptr<INetworkServer> networkServer;
  37. /// removes any "weird" symbols from chat message that might break UI
  38. std::string sanitizeChatMessage(const std::string & inputString) const;
  39. bool isAccountNameValid(const std::string & accountName) const;
  40. NetworkConnectionPtr findAccount(const std::string & accountID) const;
  41. NetworkConnectionPtr findGameRoom(const std::string & gameRoomID) const;
  42. void onNewConnection(const NetworkConnectionPtr & connection) override;
  43. void onDisconnected(const NetworkConnectionPtr & connection, const std::string & errorMessage) override;
  44. void onPacketReceived(const NetworkConnectionPtr & connection, const std::vector<std::byte> & message) override;
  45. void sendMessage(const NetworkConnectionPtr & target, const JsonNode & json);
  46. void broadcastActiveAccounts();
  47. void broadcastActiveGameRooms();
  48. JsonNode prepareActiveGameRooms();
  49. /// Attempts to load json from incoming byte stream and validate it
  50. /// Returns parsed json on success or empty json node on failure
  51. JsonNode parseAndValidateMessage(const std::vector<std::byte> & message) const;
  52. void sendChatMessage(const NetworkConnectionPtr & target, const std::string & channelType, const std::string & channelName, const std::string & accountID, const std::string & displayName, const std::string & messageText);
  53. void sendAccountCreated(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & accountCookie);
  54. void sendOperationFailed(const NetworkConnectionPtr & target, const std::string & reason);
  55. void sendServerLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie);
  56. void sendClientLoginSuccess(const NetworkConnectionPtr & target, const std::string & accountCookie, const std::string & displayName);
  57. void sendFullChatHistory(const NetworkConnectionPtr & target, const std::string & channelType, const std::string & channelName, const std::string & channelNameForClient);
  58. void sendRecentChatHistory(const NetworkConnectionPtr & target, const std::string & channelType, const std::string & channelName);
  59. void sendChatHistory(const NetworkConnectionPtr & target, const std::string & channelType, const std::string & channelName, const std::vector<LobbyChatMessage> & history);
  60. void sendAccountJoinsRoom(const NetworkConnectionPtr & target, const std::string & accountID);
  61. void sendJoinRoomSuccess(const NetworkConnectionPtr & target, const std::string & gameRoomID, bool proxyMode);
  62. void sendInviteReceived(const NetworkConnectionPtr & target, const std::string & accountID, const std::string & gameRoomID);
  63. void sendMatchesHistory(const NetworkConnectionPtr & target);
  64. void receiveClientRegister(const NetworkConnectionPtr & connection, const JsonNode & json);
  65. void receiveClientLogin(const NetworkConnectionPtr & connection, const JsonNode & json);
  66. void receiveServerLogin(const NetworkConnectionPtr & connection, const JsonNode & json);
  67. void receiveClientProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json);
  68. void receiveServerProxyLogin(const NetworkConnectionPtr & connection, const JsonNode & json);
  69. void receiveSendChatMessage(const NetworkConnectionPtr & connection, const JsonNode & json);
  70. void receiveRequestChatHistory(const NetworkConnectionPtr & connection, const JsonNode & json);
  71. void receiveActivateGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json);
  72. void receiveJoinGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json);
  73. void receiveLeaveGameRoom(const NetworkConnectionPtr & connection, const JsonNode & json);
  74. void receiveChangeRoomDescription(const NetworkConnectionPtr & connection, const JsonNode & json);
  75. void receiveGameStarted(const NetworkConnectionPtr & connection, const JsonNode & json);
  76. void receiveSendInvite(const NetworkConnectionPtr & connection, const JsonNode & json);
  77. public:
  78. explicit LobbyServer(const boost::filesystem::path & databasePath);
  79. ~LobbyServer();
  80. void start(uint16_t port);
  81. void run();
  82. };