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https://github.com/Cockatrice/Cockatrice.git
synced 2026-06-18 04:51:33 -07:00
database interface separated from server, multiple concurrent database connections are now possible
This commit is contained in:
parent
2b89c353bf
commit
b328c1ed4d
21 changed files with 347 additions and 310 deletions
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@ -13,7 +13,6 @@ SET(common_SOURCES
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server_card.cpp
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server_cardzone.cpp
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server_counter.cpp
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server_database_interface.cpp
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server_game.cpp
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server_player.cpp
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server_protocolhandler.cpp
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@ -32,10 +32,11 @@
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#include "pb/session_event.pb.h"
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#include "pb/isl_message.pb.h"
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#include <QCoreApplication>
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#include <QThread>
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#include <QDebug>
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Server::Server(QObject *parent)
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: QObject(parent), databaseInterface(0), clientsLock(QReadWriteLock::Recursive)
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: QObject(parent), clientsLock(QReadWriteLock::Recursive)
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{
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qRegisterMetaType<ServerInfo_Game>("ServerInfo_Game");
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qRegisterMetaType<ServerInfo_Room>("ServerInfo_Room");
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@ -70,31 +71,38 @@ void Server::prepareDestroy()
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void Server::setDatabaseInterface(Server_DatabaseInterface *_databaseInterface)
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{
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databaseInterface = _databaseInterface;
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connect(this, SIGNAL(endSession(qint64)), databaseInterface, SLOT(endSession(qint64)));
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connect(this, SIGNAL(endSession(qint64)), _databaseInterface, SLOT(endSession(qint64)));
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databaseInterfaces.insert(QThread::currentThread(), _databaseInterface);
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}
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AuthenticationResult Server::loginUser(Server_DatabaseInterface *sessionDatabaseInterface, Server_ProtocolHandler *session, QString &name, const QString &password, QString &reasonStr, int &secondsLeft)
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Server_DatabaseInterface *Server::getDatabaseInterface() const
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{
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return databaseInterfaces.value(QThread::currentThread());
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}
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AuthenticationResult Server::loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reasonStr, int &secondsLeft)
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{
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if (name.size() > 35)
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name = name.left(35);
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Server_DatabaseInterface *databaseInterface = getDatabaseInterface();
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QWriteLocker locker(&clientsLock);
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AuthenticationResult authState = sessionDatabaseInterface->checkUserPassword(session, name, password, reasonStr, secondsLeft);
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AuthenticationResult authState = databaseInterface->checkUserPassword(session, name, password, reasonStr, secondsLeft);
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if ((authState == NotLoggedIn) || (authState == UserIsBanned))
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return authState;
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ServerInfo_User data = sessionDatabaseInterface->getUserData(name, true);
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ServerInfo_User data = databaseInterface->getUserData(name, true);
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data.set_address(session->getAddress().toStdString());
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name = QString::fromStdString(data.name()); // Compensate for case indifference
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sessionDatabaseInterface->lockSessionTables();
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databaseInterface->lockSessionTables();
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if (authState == PasswordRight) {
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if (users.contains(name) || sessionDatabaseInterface->userSessionExists(name)) {
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if (users.contains(name) || databaseInterface->userSessionExists(name)) {
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qDebug("Login denied: would overwrite old session");
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sessionDatabaseInterface->unlockSessionTables();
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databaseInterface->unlockSessionTables();
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return WouldOverwriteOldSession;
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}
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} else if (authState == UnknownUser) {
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@ -102,7 +110,7 @@ AuthenticationResult Server::loginUser(Server_DatabaseInterface *sessionDatabase
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// don't interfere with registered user names though.
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QString tempName = name;
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int i = 0;
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while (users.contains(tempName) || sessionDatabaseInterface->userExists(tempName) || sessionDatabaseInterface->userSessionExists(tempName))
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while (users.contains(tempName) || databaseInterface->userExists(tempName) || databaseInterface->userSessionExists(tempName))
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tempName = name + "_" + QString::number(++i);
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name = tempName;
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data.set_name(name.toStdString());
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@ -111,8 +119,8 @@ AuthenticationResult Server::loginUser(Server_DatabaseInterface *sessionDatabase
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users.insert(name, session);
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qDebug() << "Server::loginUser: name=" << name;
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data.set_session_id(sessionDatabaseInterface->startSession(name, session->getAddress()));
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sessionDatabaseInterface->unlockSessionTables();
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data.set_session_id(databaseInterface->startSession(name, session->getAddress()));
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databaseInterface->unlockSessionTables();
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usersBySessionId.insert(data.session_id(), session);
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@ -332,7 +340,7 @@ void Server::externalJoinGameCommandReceived(const Command_JoinGame &cmd, int cm
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}
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ResponseContainer responseContainer(cmdId);
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Response::ResponseCode responseCode = room->processJoinGameCommand(cmd, responseContainer, userInterface, databaseInterface);
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Response::ResponseCode responseCode = room->processJoinGameCommand(cmd, responseContainer, userInterface);
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userInterface->sendResponseContainer(responseContainer, responseCode);
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} catch (Response::ResponseCode code) {
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Response response;
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@ -43,7 +43,7 @@ public:
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mutable QReadWriteLock clientsLock, roomsLock; // locking order: roomsLock before clientsLock
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Server(QObject *parent = 0);
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~Server();
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AuthenticationResult loginUser(Server_DatabaseInterface *sessionDatabaseInterface, Server_ProtocolHandler *session, QString &name, const QString &password, QString &reason, int &secondsLeft);
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AuthenticationResult loginUser(Server_ProtocolHandler *session, QString &name, const QString &password, QString &reason, int &secondsLeft);
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const QMap<int, Server_Room *> &getRooms() { return rooms; }
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const QMap<QString, Server_ProtocolHandler *> &getUsers() const { return users; }
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@ -61,9 +61,9 @@ public:
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virtual int getMaxGamesPerUser() const { return 0; }
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virtual bool getThreaded() const { return false; }
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Server_DatabaseInterface *getDatabaseInterface() const;
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virtual void storeGameInformation(int secondsElapsed, const QSet<QString> &allPlayersEver, const QSet<QString> &allSpectatorsEver, const QList<GameReplay *> &replays) { }
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virtual DeckList *getDeckFromDatabase(int deckId, const QString &userName) { return 0; }
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void sendIsl_Response(const Response &item, int serverId = -1, qint64 sessionId = -1);
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void sendIsl_SessionEvent(const SessionEvent &item, int serverId = -1, qint64 sessionId = -1);
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void sendIsl_GameEventContainer(const GameEventContainer &item, int serverId = -1, qint64 sessionId = -1);
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@ -97,13 +97,13 @@ protected slots:
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protected:
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void prepareDestroy();
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void setDatabaseInterface(Server_DatabaseInterface *_databaseInterface);
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Server_DatabaseInterface *databaseInterface;
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QList<Server_ProtocolHandler *> clients;
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QMap<qint64, Server_ProtocolHandler *> usersBySessionId;
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QMap<QString, Server_ProtocolHandler *> users;
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QMap<qint64, Server_AbstractUserInterface *> externalUsersBySessionId;
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QMap<QString, Server_AbstractUserInterface *> externalUsers;
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QMap<int, Server_Room *> rooms;
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QMap<QThread *, Server_DatabaseInterface *> databaseInterfaces;
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int getUsersCount() const;
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int getGamesCount() const;
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@ -1,7 +0,0 @@
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#include "server_database_interface.h"
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Server_DatabaseInterface::Server_DatabaseInterface()
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: nextGameId(0),
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nextReplayId(0)
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{
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}
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@ -7,10 +7,9 @@
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class Server_DatabaseInterface : public QObject {
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Q_OBJECT
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private:
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int nextGameId, nextReplayId;
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public:
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Server_DatabaseInterface();
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Server_DatabaseInterface(QObject *parent = 0)
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: QObject(parent) { }
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virtual AuthenticationResult checkUserPassword(Server_ProtocolHandler *handler, const QString &user, const QString &password, QString &reasonStr, int &secondsLeft) = 0;
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virtual bool userExists(const QString &user) { return false; }
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@ -19,13 +18,15 @@ public:
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virtual bool isInBuddyList(const QString &whoseList, const QString &who) { return false; }
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virtual bool isInIgnoreList(const QString &whoseList, const QString &who) { return false; }
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virtual ServerInfo_User getUserData(const QString &name, bool withId = false) = 0;
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virtual void storeGameInformation(const QString &roomName, const QStringList &roomGameTypes, const ServerInfo_Game &gameInfo, const QSet<QString> &allPlayersEver, const QSet<QString> &allSpectatorsEver, const QList<GameReplay *> &replayList) { }
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virtual DeckList *getDeckFromDatabase(int deckId, const QString &userName) { return 0; }
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virtual qint64 startSession(const QString &userName, const QString &address) { return 0; }
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public slots:
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virtual void endSession(qint64 sessionId) { }
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public:
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virtual int getNextGameId() { return nextGameId++; }
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virtual int getNextReplayId() { return nextReplayId++; }
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virtual int getNextGameId() = 0;
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virtual int getNextReplayId() = 0;
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virtual void clearSessionTables() { }
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virtual void lockSessionTables() { }
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@ -74,7 +74,7 @@ Server_Game::Server_Game(const ServerInfo_User &_creatorInfo, int _gameId, const
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gameMutex(QMutex::Recursive)
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{
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currentReplay = new GameReplay;
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currentReplay->set_replay_id(room->getServer()->getNextReplayId());
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currentReplay->set_replay_id(room->getServer()->getDatabaseInterface()->getNextReplayId());
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connect(this, SIGNAL(sigStartGameIfReady()), this, SLOT(doStartGameIfReady()), Qt::QueuedConnection);
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@ -242,6 +242,7 @@ void Server_Game::sendGameStateToPlayers()
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void Server_Game::doStartGameIfReady()
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{
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Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
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QMutexLocker locker(&gameMutex);
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if (getPlayerCount() < maxPlayers)
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@ -271,7 +272,7 @@ void Server_Game::doStartGameIfReady()
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currentReplay->set_duration_seconds(secondsElapsed - startTimeOfThisGame);
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replayList.append(currentReplay);
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currentReplay = new GameReplay;
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currentReplay->set_replay_id(room->getServer()->getNextReplayId());
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currentReplay->set_replay_id(databaseInterface->getNextReplayId());
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getInfo(*currentReplay->mutable_game_info());
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Event_GameStateChanged omniscientEvent;
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@ -340,8 +341,9 @@ void Server_Game::stopGameIfFinished()
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emit gameInfoChanged(gameInfo);
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}
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Response::ResponseCode Server_Game::checkJoin(Server_DatabaseInterface *databaseInterface, ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions)
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Response::ResponseCode Server_Game::checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions)
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{
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Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
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{
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QMapIterator<int, Server_Player *> playerIterator(players);
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while (playerIterator.hasNext())
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@ -39,7 +39,6 @@ class ServerInfo_User;
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class ServerInfo_Player;
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class ServerInfo_Game;
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class Server_AbstractUserInterface;
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class Server_DatabaseInterface;
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class Event_GameStateChanged;
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class Server_Game : public QObject {
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@ -99,7 +98,7 @@ public:
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bool getSpectatorsNeedPassword() const { return spectatorsNeedPassword; }
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bool getSpectatorsCanTalk() const { return spectatorsCanTalk; }
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bool getSpectatorsSeeEverything() const { return spectatorsSeeEverything; }
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Response::ResponseCode checkJoin(Server_DatabaseInterface *databaseInterface, ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions);
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Response::ResponseCode checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions);
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bool containsUser(const QString &userName) const;
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void addPlayer(Server_AbstractUserInterface *userInterface, ResponseContainer &rc, bool spectator, bool broadcastUpdate = true);
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void removePlayer(Server_Player *player);
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@ -7,6 +7,7 @@
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#include "server_game.h"
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#include "server_room.h"
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#include "server_abstractuserinterface.h"
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#include "server_database_interface.h"
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#include "decklist.h"
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#include "color.h"
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#include "rng_abstract.h"
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@ -626,7 +627,7 @@ Response::ResponseCode Server_Player::cmdDeckSelect(const Command_DeckSelect &cm
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DeckList *newDeck;
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if (cmd.has_deck_id()) {
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try {
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newDeck = game->getRoom()->getServer()->getDeckFromDatabase(cmd.deck_id(), QString::fromStdString(userInfo->name()));
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newDeck = game->getRoom()->getServer()->getDatabaseInterface()->getDeckFromDatabase(cmd.deck_id(), QString::fromStdString(userInfo->name()));
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} catch(Response::ResponseCode r) {
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return r;
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}
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@ -317,7 +317,7 @@ Response::ResponseCode Server_ProtocolHandler::cmdLogin(const Command_Login &cmd
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return Response::RespContextError;
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QString reasonStr;
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int banSecondsLeft = 0;
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AuthenticationResult res = server->loginUser(databaseInterface, this, userName, QString::fromStdString(cmd.password()), reasonStr, banSecondsLeft);
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AuthenticationResult res = server->loginUser(this, userName, QString::fromStdString(cmd.password()), reasonStr, banSecondsLeft);
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switch (res) {
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case UserIsBanned: {
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Response_Login *re = new Response_Login;
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@ -542,6 +542,9 @@ Response::ResponseCode Server_ProtocolHandler::cmdCreateGame(const Command_Creat
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{
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if (authState == NotLoggedIn)
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return Response::RespLoginNeeded;
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const int gameId = databaseInterface->getNextGameId();
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if (gameId == -1)
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return Response::RespInternalError;
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QMutexLocker roomLocker(&room->gamesMutex);
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@ -557,7 +560,7 @@ Response::ResponseCode Server_ProtocolHandler::cmdCreateGame(const Command_Creat
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if (description.size() > 60)
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description = description.left(60);
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Server_Game *game = new Server_Game(copyUserInfo(false), server->getNextGameId(), description, QString::fromStdString(cmd.password()), cmd.max_players(), gameTypes, cmd.only_buddies(), cmd.only_registered(), cmd.spectators_allowed(), cmd.spectators_need_password(), cmd.spectators_can_talk(), cmd.spectators_see_everything(), room);
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Server_Game *game = new Server_Game(copyUserInfo(false), gameId, description, QString::fromStdString(cmd.password()), cmd.max_players(), gameTypes, cmd.only_buddies(), cmd.only_registered(), cmd.spectators_allowed(), cmd.spectators_need_password(), cmd.spectators_can_talk(), cmd.spectators_see_everything(), room);
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game->addPlayer(this, rc, false, false);
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room->addGame(game);
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@ -569,5 +572,5 @@ Response::ResponseCode Server_ProtocolHandler::cmdJoinGame(const Command_JoinGam
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if (authState == NotLoggedIn)
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return Response::RespLoginNeeded;
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return room->processJoinGameCommand(cmd, rc, this, databaseInterface);
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return room->processJoinGameCommand(cmd, rc, this);
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}
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@ -169,7 +169,7 @@ void Server_Room::updateExternalGameList(const ServerInfo_Game &gameInfo)
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emit roomInfoChanged(getInfo(roomInfo, false, false, true));
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}
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Response::ResponseCode Server_Room::processJoinGameCommand(const Command_JoinGame &cmd, ResponseContainer &rc, Server_AbstractUserInterface *userInterface, Server_DatabaseInterface *databaseInterface)
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Response::ResponseCode Server_Room::processJoinGameCommand(const Command_JoinGame &cmd, ResponseContainer &rc, Server_AbstractUserInterface *userInterface)
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{
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// This function is called from the Server thread and from the S_PH thread.
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// server->roomsMutex is always locked.
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@ -191,7 +191,7 @@ Response::ResponseCode Server_Room::processJoinGameCommand(const Command_JoinGam
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QMutexLocker gameLocker(&g->gameMutex);
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Response::ResponseCode result = g->checkJoin(databaseInterface, userInterface->getUserInfo(), QString::fromStdString(cmd.password()), cmd.spectator(), cmd.override_restrictions());
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Response::ResponseCode result = g->checkJoin(userInterface->getUserInfo(), QString::fromStdString(cmd.password()), cmd.spectator(), cmd.override_restrictions());
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if (result == Response::RespOk)
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g->addPlayer(userInterface, rc, cmd.spectator());
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@ -231,7 +231,6 @@ void Server_Room::addGame(Server_Game *game)
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{
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// Lock gamesMutex before calling this
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game->moveToThread(thread());
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connect(game, SIGNAL(gameInfoChanged(ServerInfo_Game)), this, SLOT(broadcastGameListUpdate(ServerInfo_Game)));
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game->gameMutex.lock();
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@ -67,7 +67,7 @@ public:
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const QMap<QString, ServerInfo_User_Container> &getExternalUsers() const { return externalUsers; }
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void updateExternalGameList(const ServerInfo_Game &gameInfo);
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Response::ResponseCode processJoinGameCommand(const Command_JoinGame &cmd, ResponseContainer &rc, Server_AbstractUserInterface *userInterface, Server_DatabaseInterface *databaseInterface);
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Response::ResponseCode processJoinGameCommand(const Command_JoinGame &cmd, ResponseContainer &rc, Server_AbstractUserInterface *userInterface);
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void say(const QString &userName, const QString &s, bool sendToIsl = true);
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