minor improvements

This commit is contained in:
Max-Wilhelm Bruker 2009-04-14 19:18:46 +02:00
parent 3388804e8f
commit 99ff7fd15f
23 changed files with 114 additions and 95 deletions

View file

@ -23,10 +23,12 @@
#include "serversocket.h"
#include "counter.h"
#include <QtSql>
#include <QSettings>
Server::Server(QObject *parent)
: QTcpServer(parent)
: QTcpServer(parent), nextGameId(1)
{
settings = new QSettings("servatrice.ini", QSettings::IniFormat, this);
}
Server::~Server()
@ -35,11 +37,14 @@ Server::~Server()
bool Server::openDatabase()
{
settings->beginGroup("database");
QSqlDatabase sqldb = QSqlDatabase::addDatabase("QMYSQL");
sqldb.setHostName("localhost");
sqldb.setDatabaseName("cockatrice");
sqldb.setUserName("cockatrice");
sqldb.setPassword("45CdX6rmd");
sqldb.setHostName(settings->value("hostname").toString());
sqldb.setDatabaseName(settings->value("database").toString());
sqldb.setUserName(settings->value("user").toString());
sqldb.setPassword(settings->value("password").toString());
settings->endGroup();
return sqldb.open();
}
@ -50,9 +55,9 @@ void Server::gameCreated(ServerGame *_game, ServerSocket *_creator)
_game->addPlayer(_creator);
}
void Server::addGame(const QString name, const QString description, const QString password, const int maxPlayers, ServerSocket *creator)
void Server::addGame(const QString description, const QString password, const int maxPlayers, ServerSocket *creator)
{
ServerGameThread *newThread = new ServerGameThread(name, description, password, maxPlayers, creator);
ServerGameThread *newThread = new ServerGameThread(nextGameId++, description, password, maxPlayers, creator);
connect(newThread, SIGNAL(gameCreated(ServerGame *, ServerSocket *)), this, SLOT(gameCreated(ServerGame *, ServerSocket *)));
connect(newThread, SIGNAL(finished()), this, SLOT(gameClosed()));
newThread->start();
@ -62,8 +67,8 @@ 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 *)));
connect(socket, SIGNAL(createGame(const QString, const QString, const int, ServerSocket *)), this, SLOT(addGame(const QString, const QString, const int, ServerSocket *)));
connect(socket, SIGNAL(joinGame(int, ServerSocket *)), this, SLOT(addClientToGame(int, ServerSocket *)));
socket->initConnection();
}
@ -85,12 +90,12 @@ AuthenticationResult Server::checkUserPassword(const QString &user, const QStrin
return UnknownUser;
}
ServerGame *Server::getGame(const QString &name)
ServerGame *Server::getGame(int gameId)
{
QListIterator<ServerGame *> i(games);
while (i.hasNext()) {
ServerGame *tmp = i.next();
if ((!tmp->name.compare(name, Qt::CaseSensitive)) && !tmp->getGameStarted())
if ((tmp->gameId == gameId) && !tmp->getGameStarted())
return tmp;
}
return NULL;
@ -111,10 +116,10 @@ QList<ServerGame *> Server::listOpenGames()
return result;
}
bool Server::checkGamePassword(const QString &name, const QString &password)
bool Server::checkGamePassword(int gameId, const QString &password)
{
ServerGame *tmp;
if ((tmp = getGame(name))) {
if ((tmp = getGame(gameId))) {
QMutexLocker locker(tmp->mutex);
if ((!tmp->getGameStarted())
&& (!tmp->password.compare(password, Qt::CaseSensitive))
@ -124,9 +129,9 @@ bool Server::checkGamePassword(const QString &name, const QString &password)
return false;
}
void Server::addClientToGame(const QString name, ServerSocket *client)
void Server::addClientToGame(int gameId, ServerSocket *client)
{
ServerGame *tmp = getGame(name);
ServerGame *tmp = getGame(gameId);
client->moveToThread(tmp->thread());
tmp->addPlayer(client);
}