minor improvements

This commit is contained in:
Max-Wilhelm Bruker 2009-04-08 21:49:16 +02:00
parent a429a4a004
commit 792a400a3d
30 changed files with 1022 additions and 829 deletions

140
servatrice/src/server.cpp Normal file
View file

@ -0,0 +1,140 @@
/***************************************************************************
* Copyright (C) 2008 by Max-Wilhelm Bruker *
* brukie@laptop *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "server.h"
#include "servergamethread.h"
#include "servergame.h"
#include "serversocket.h"
#include "counter.h"
#include <QtSql>
Server::Server(QObject *parent)
: QTcpServer(parent)
{
}
Server::~Server()
{
}
bool Server::openDatabase()
{
QSqlDatabase sqldb = QSqlDatabase::addDatabase("QMYSQL");
sqldb.setHostName("localhost");
sqldb.setDatabaseName("cockatrice");
sqldb.setUserName("cockatrice");
sqldb.setPassword("45CdX6rmd");
return sqldb.open();
}
void Server::gameCreated(ServerGame *_game, ServerSocket *_creator)
{
games << _game;
_creator->moveToThread(_game->thread());
_game->addPlayer(_creator);
}
void Server::addGame(const QString name, const QString description, const QString password, const int maxPlayers, ServerSocket *creator)
{
ServerGameThread *newThread = new ServerGameThread(name, description, password, maxPlayers, creator);
connect(newThread, SIGNAL(gameCreated(ServerGame *, ServerSocket *)), this, SLOT(gameCreated(ServerGame *, ServerSocket *)));
connect(newThread, SIGNAL(finished()), this, SLOT(gameClosed()));
newThread->start();
}
void Server::incomingConnection(int socketId)
{
ServerSocket *socket = new ServerSocket(this);
socket->setSocketDescriptor(socketId);
connect(socket, SIGNAL(createGame(const QString, const QString, const QString, const int, ServerSocket *)), this, SLOT(addGame(const QString, const QString, const QString, const int, ServerSocket *)));
connect(socket, SIGNAL(joinGame(const QString, ServerSocket *)), this, SLOT(addClientToGame(const QString, ServerSocket *)));
socket->initConnection();
}
AuthenticationResult Server::checkUserPassword(const QString &user, const QString &password)
{
QSqlQuery query;
query.prepare("select password from users where name = :name");
query.bindValue(":name", user);
if (!query.exec()) {
qCritical(QString("Database error: %1").arg(query.lastError().text()).toLatin1());
exit(-1);
}
if (query.next()) {
if (query.value(0).toString() == password)
return PasswordRight;
else
return PasswordWrong;
} else
return UnknownUser;
}
ServerGame *Server::getGame(const QString &name)
{
QListIterator<ServerGame *> i(games);
while (i.hasNext()) {
ServerGame *tmp = i.next();
if ((!tmp->name.compare(name, Qt::CaseSensitive)) && !tmp->getGameStarted())
return tmp;
}
return NULL;
}
QList<ServerGame *> Server::listOpenGames()
{
QList<ServerGame *> result;
QListIterator<ServerGame *> i(games);
while (i.hasNext()) {
ServerGame *tmp = i.next();
tmp->mutex->lock();
if ((!tmp->getGameStarted())
&& (tmp->getPlayerCount() < tmp->maxPlayers))
result.append(tmp);
tmp->mutex->unlock();
}
return result;
}
bool Server::checkGamePassword(const QString &name, const QString &password)
{
ServerGame *tmp;
if ((tmp = getGame(name))) {
QMutexLocker locker(tmp->mutex);
if ((!tmp->getGameStarted())
&& (!tmp->password.compare(password, Qt::CaseSensitive))
&& (tmp->getPlayerCount() < tmp->maxPlayers))
return true;
}
return false;
}
void Server::addClientToGame(const QString name, ServerSocket *client)
{
ServerGame *tmp = getGame(name);
client->moveToThread(tmp->thread());
tmp->addPlayer(client);
}
void Server::gameClosed()
{
qDebug("Server::gameClosed");
ServerGameThread *t = qobject_cast<ServerGameThread *>(sender());
games.removeAt(games.indexOf(t->getGame()));
delete t;
}