removed the need to refresh the game list

This commit is contained in:
Max-Wilhelm Bruker 2009-06-11 17:51:52 +02:00
parent 197bf0dc64
commit c00027f988
21 changed files with 211 additions and 215 deletions

View file

@ -42,24 +42,24 @@ void Card::resetState()
bool Card::setAttribute(const QString &aname, const QString &avalue, bool allCards)
{
if (!aname.compare("counters")) {
if (aname == "counters") {
bool ok;
int tmp_int = avalue.toInt(&ok);
if (!ok)
return false;
setCounters(tmp_int);
} else if (!aname.compare("tapped")) {
bool value = !avalue.compare("1");
} else if (aname == "tapped") {
bool value = avalue == "1";
if (!(!value && allCards && doesntUntap))
setTapped(value);
} else if (!aname.compare("attacking")) {
setAttacking(!avalue.compare("1"));
} else if (!aname.compare("facedown")) {
setFaceDown(!avalue.compare("1"));
} else if (!aname.compare("annotation")) {
} else if (aname == "attacking") {
setAttacking(avalue == "1");
} else if (aname == "facedown") {
setFaceDown(avalue == "1");
} else if (aname == "annotation") {
setAnnotation(avalue);
} else if (!aname.compare("doesnt_untap")) {
setDoesntUntap(!avalue.compare("1"));
} else if (aname == "doesnt_untap") {
setDoesntUntap(avalue == "1");
} else
return false;

View file

@ -37,16 +37,16 @@ public:
Card(QString _name, int _id, int _coord_x, int _coord_y);
~Card();
int getId() { return id; }
int getX() { return coord_x; }
int getY() { return coord_y; }
QString getName() { return name; }
int getCounters() { return counters; }
bool getTapped() { return tapped; }
bool getAttacking() { return attacking; }
bool getFaceDown() { return facedown; }
QString getAnnotation() { return annotation; }
bool getDoesntUntap() { return doesntUntap; }
int getId() const { return id; }
int getX() const { return coord_x; }
int getY() const { return coord_y; }
QString getName() const { return name; }
int getCounters() const { return counters; }
bool getTapped() const { return tapped; }
bool getAttacking() const { return attacking; }
bool getFaceDown() const { return facedown; }
QString getAnnotation() const { return annotation; }
bool getDoesntUntap() const { return doesntUntap; }
void setId(int _id) { id = _id; }
void setCoords(int x, int y) { coord_x = x; coord_y = y; }

View file

@ -30,7 +30,7 @@ protected:
public:
Counter(QString _name, int _color, int _count = 0) : name(_name), color(_color), count(_count) { }
~Counter() { }
int getCount() { return count; }
int getCount() const { return count; }
void setCount(int _count) { count = _count; }
QString getName() const { return name; }
};

View file

@ -1,11 +1,6 @@
#include "returnmessage.h"
#include "serversocket.h"
void ReturnMessage::setMsgId(unsigned int _msg_id)
{
msg_id = _msg_id;
}
bool ReturnMessage::send(ReturnCode code)
{
ServerSocket *s = qobject_cast<ServerSocket *>(parent());

View file

@ -12,7 +12,7 @@ public:
enum ReturnCode { ReturnNothing, ReturnOk, ReturnLoginNeeded, ReturnSyntaxError, ReturnContextError, ReturnPasswordWrong, ReturnNameNotFound };
ReturnMessage(QObject *parent = 0) : QObject(parent), msg_id(0) { }
unsigned int getMsgId() const { return msg_id; }
void setMsgId(unsigned int _msg_id);
void setMsgId(unsigned int _msg_id) { msg_id = _msg_id; }
void setCmd(const QString &_cmd) { cmd = _cmd; }
bool send(ReturnCode code);
bool sendList(const QStringList &args);

View file

@ -71,10 +71,12 @@ bool Server::openDatabase()
void Server::addGame(const QString description, const QString password, const int maxPlayers, ServerSocket *creator)
{
ServerGame *newGame = new ServerGame(creator, nextGameId++, description, password, maxPlayers);
ServerGame *newGame = new ServerGame(creator, nextGameId++, description, password, maxPlayers, this);
games << newGame;
connect(newGame, SIGNAL(gameClosing()), this, SLOT(gameClosing()));
newGame->addPlayer(creator);
broadcastGameListUpdate(newGame);
}
void Server::incomingConnection(int socketId)
@ -83,7 +85,9 @@ void Server::incomingConnection(int socketId)
socket->setSocketDescriptor(socketId);
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 *)));
connect(socket, SIGNAL(destroyed(QObject *)), this, SLOT(socketDestroyed(QObject *)));
socket->initConnection();
players << socket;
}
AuthenticationResult Server::checkUserPassword(const QString &user, const QString &password)
@ -118,7 +122,7 @@ ServerGame *Server::getGame(int gameId)
QListIterator<ServerGame *> i(games);
while (i.hasNext()) {
ServerGame *tmp = i.next();
if ((tmp->gameId == gameId) && !tmp->getGameStarted())
if ((tmp->getGameId() == gameId) && !tmp->getGameStarted())
return tmp;
}
return NULL;
@ -131,7 +135,7 @@ QList<ServerGame *> Server::listOpenGames()
while (i.hasNext()) {
ServerGame *tmp = i.next();
if ((!tmp->getGameStarted())
&& (tmp->getPlayerCount() < tmp->maxPlayers))
&& (tmp->getPlayerCount() < tmp->getMaxPlayers()))
result.append(tmp);
}
return result;
@ -141,23 +145,35 @@ bool Server::checkGamePassword(int gameId, const QString &password)
{
ServerGame *tmp;
if ((tmp = getGame(gameId))) {
if ((!tmp->getGameStarted())
&& (!tmp->password.compare(password, Qt::CaseSensitive))
&& (tmp->getPlayerCount() < tmp->maxPlayers))
if ((!tmp->getGameStarted()) && (tmp->getPassword() == password) && (tmp->getPlayerCount() < tmp->getMaxPlayers()))
return true;
}
return false;
}
void Server::broadcastGameListUpdate(ServerGame *game)
{
QString line = game->getGameListLine();
for (int i = 0; i < players.size(); i++)
if (players[i]->getAcceptsGameListChanges())
players[i]->msg(line);
}
void Server::addClientToGame(int gameId, ServerSocket *client)
{
ServerGame *tmp = getGame(gameId);
tmp->addPlayer(client);
ServerGame *game = getGame(gameId);
game->addPlayer(client);
broadcastGameListUpdate(game);
}
void Server::gameClosing()
{
qDebug("Server::gameClosing");
ServerGame *g = qobject_cast<ServerGame *>(sender());
games.removeAt(games.indexOf(g));
games.removeAt(games.indexOf(static_cast<ServerGame *>(sender())));
}
void Server::socketDestroyed(QObject *obj)
{
players.removeAt(players.indexOf(static_cast<ServerSocket *>(obj)));
qDebug(QString("Server::socketDestroyed: %1 players left").arg(players.size()).toLatin1());
}

View file

@ -37,6 +37,7 @@ private slots:
void addGame(const QString description, const QString password, const int maxPlayers, ServerSocket *creator);
void addClientToGame(int gameId, ServerSocket *client);
void gameClosing();
void socketDestroyed(QObject *obj);
public:
Server(QObject *parent = 0);
~Server();
@ -47,9 +48,11 @@ public:
QList<ServerGame *> listOpenGames();
ServerGame *getGame(int gameId);
AbstractRNG *getRNG() const { return rng; }
void broadcastGameListUpdate(ServerGame *game);
private:
void incomingConnection(int SocketId);
QList<ServerGame *> games;
QList<ServerSocket *> players;
int nextGameId;
AbstractRNG *rng;
};

View file

@ -17,12 +17,13 @@
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "server.h"
#include "servergame.h"
#include "serversocket.h"
#include <QSqlQuery>
ServerGame::ServerGame(ServerSocket *_creator, int _gameId, QString _description, QString _password, int _maxPlayers, QObject *parent)
: QObject(parent), gameStarted(false), creator(_creator), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers)
ServerGame::ServerGame(ServerSocket *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, QObject *parent)
: QObject(parent), creator(_creator), gameStarted(false), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers)
{
}
@ -32,23 +33,23 @@ ServerGame::~ServerGame()
qDebug("ServerGame destructor");
}
bool ServerGame::getGameStarted()
QString ServerGame::getGameListLine() const
{
return gameStarted;
return QString("list_games|%1|%2|%3|%4|%5|%6").arg(gameId)
.arg(description)
.arg(password.isEmpty() ? 0 : 1)
.arg(players.size())
.arg(maxPlayers)
.arg(creator->getPlayerName());
}
int ServerGame::getPlayerCount()
{
return players.size();
}
QStringList ServerGame::getPlayerNames()
QStringList ServerGame::getPlayerNames() const
{
QStringList result;
QListIterator<ServerSocket *> i(players);
while (i.hasNext()) {
ServerSocket *tmp = i.next();
result << QString("%1|%2").arg(tmp->getPlayerId()).arg(tmp->PlayerName);
result << QString("%1|%2").arg(tmp->getPlayerId()).arg(tmp->getPlayerName());
}
return result;
}
@ -74,7 +75,7 @@ void ServerGame::msg(const QString &s)
void ServerGame::broadcastEvent(const QString &cmd, ServerSocket *player)
{
if (player)
msg(QString("public|%1|%2|%3").arg(player->getPlayerId()).arg(player->PlayerName).arg(cmd));
msg(QString("public|%1|%2|%3").arg(player->getPlayerId()).arg(player->getPlayerName()).arg(cmd));
else
msg(QString("public|||%1").arg(cmd));
}
@ -97,7 +98,7 @@ void ServerGame::startGameIfReady()
for (int i = 0; i < players.size(); i++) {
query.prepare("insert into games_players (id_game, player) values(:id, :player)");
query.bindValue(":id", gameId);
query.bindValue(":player", players.at(i)->PlayerName);
query.bindValue(":player", players.at(i)->getPlayerName());
query.exec();
}
@ -122,7 +123,7 @@ void ServerGame::addPlayer(ServerSocket *player)
player->setPlayerId(max + 1);
player->setGame(this);
player->msg(QString("private|||player_id|%1|%2").arg(max + 1).arg(player->PlayerName));
player->msg(QString("private|||player_id|%1|%2").arg(max + 1).arg(player->getPlayerName()));
broadcastEvent("join", player);
players << player;
@ -136,6 +137,8 @@ void ServerGame::removePlayer(ServerSocket *player)
broadcastEvent("leave", player);
if (!players.size())
deleteLater();
if (!gameStarted)
qobject_cast<Server *>(parent())->broadcastGameListUpdate(this);
}
void ServerGame::setActivePlayer(int _activePlayer)

View file

@ -27,32 +27,37 @@ class ServerSocket;
class ServerGame : public QObject {
Q_OBJECT
private:
ServerSocket *creator;
QList<ServerSocket *> players;
bool gameStarted;
int activePlayer;
int activePhase;
int gameId;
QString description;
QString password;
int maxPlayers;
int activePlayer, activePhase;
signals:
void gameClosing();
public slots:
void broadcastEvent(const QString &event, ServerSocket *player);
public:
ServerSocket *creator;
int gameId;
QString description;
QString password;
int maxPlayers;
ServerGame(ServerSocket *_creator, int _gameId, QString _description, QString _password, int _maxPlayers, QObject *parent = 0);
ServerGame(ServerSocket *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, QObject *parent = 0);
~ServerGame();
bool getGameStarted();
int getPlayerCount();
QStringList getPlayerNames();
ServerSocket *getCreator() const { return creator; }
bool getGameStarted() const { return gameStarted; }
int getPlayerCount() const { return players.size(); }
int getGameId() const { return gameId; }
QString getDescription() const { return description; }
QString getPassword() const { return password; }
int getMaxPlayers() const { return maxPlayers; }
QString getGameListLine() const;
QStringList getPlayerNames() const;
ServerSocket *getPlayer(int player_id);
void addPlayer(ServerSocket *player);
void removePlayer(ServerSocket *player);
void startGameIfReady();
void msg(const QString &s);
int getActivePlayer() { return activePlayer; }
int getActivePhase() { return activePhase; }
int getActivePlayer() const { return activePlayer; }
int getActivePhase() const { return activePhase; }
void setActivePlayer(int _activePlayer);
void setActivePhase(int _activePhase);
};

View file

@ -30,14 +30,13 @@
#include "abstractrng.h"
ServerSocket::ServerSocket(Server *_server, QObject *parent)
: QTcpSocket(parent), server(_server), game(0), authState(PasswordWrong)
: QTcpSocket(parent), server(_server), game(0), PlayerStatus(StatusNormal), authState(PasswordWrong), acceptsGameListChanges(false)
{
remsg = new ReturnMessage(this);
connect(this, SIGNAL(readyRead()), this, SLOT(readClient()));
connect(this, SIGNAL(disconnected()), this, SLOT(deleteLater()));
connect(this, SIGNAL(error(QAbstractSocket::SocketError)), this, SLOT(catchSocketError(QAbstractSocket::SocketError)));
setTextModeEnabled(true);
PlayerStatus = StatusNormal;
}
ServerSocket::~ServerSocket()
@ -52,29 +51,23 @@ int ServerSocket::newCardId()
return nextCardId++;
}
void ServerSocket::setName(const QString &name)
{
emit broadcastEvent(QString("name|%1|%2").arg(PlayerName).arg(name), this);
PlayerName = name;
}
PlayerZone *ServerSocket::getZone(const QString &name)
PlayerZone *ServerSocket::getZone(const QString &name) const
{
QListIterator<PlayerZone *> ZoneIterator(zones);
while (ZoneIterator.hasNext()) {
PlayerZone *temp = ZoneIterator.next();
if (!temp->getName().compare(name))
if (temp->getName() == name)
return temp;
}
return NULL;
}
Counter *ServerSocket::getCounter(const QString &name)
Counter *ServerSocket::getCounter(const QString &name) const
{
QListIterator<Counter *> CounterIterator(counters);
while (CounterIterator.hasNext()) {
Counter *temp = CounterIterator.next();
if (!temp->getName().compare(name))
if (temp->getName() == name)
return temp;
}
return NULL;
@ -137,7 +130,6 @@ void ServerSocket::leaveGame()
game = 0;
PlayerStatus = StatusNormal;
clearZones();
moveToThread(server->thread());
}
void ServerSocket::readClient()
@ -156,7 +148,7 @@ void ServerSocket::readClient()
break;
case StatusSubmitDeck:
QString card = line;
if (!card.compare(".")) {
if (card == ".") {
PlayerStatus = StatusNormal;
remsg->send(ReturnMessage::ReturnOk);
} else if (card.startsWith("SB:"))
@ -229,27 +221,19 @@ ReturnMessage::ReturnCode ServerSocket::cmdLogin(const QList<QVariant> &params)
authState = server->checkUserPassword(params[0].toString(), params[1].toString());
if (authState == PasswordWrong)
return ReturnMessage::ReturnPasswordWrong;
PlayerName = params[0].toString();
playerName = params[0].toString();
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdListGames(const QList<QVariant> &params)
ReturnMessage::ReturnCode ServerSocket::cmdListGames(const QList<QVariant> &/*params*/)
{
Q_UNUSED(params);
QList<ServerGame *> gameList = server->listOpenGames();
QListIterator<ServerGame *> gameListIterator(gameList);
QStringList result;
while (gameListIterator.hasNext()) {
ServerGame *tmp = gameListIterator.next();
result << QString("%1|%2|%3|%4|%5|%6").arg(tmp->gameId)
.arg(tmp->description)
.arg(tmp->password == "" ? 0 : 1)
.arg(tmp->getPlayerCount())
.arg(tmp->maxPlayers)
.arg(tmp->creator->PlayerName);
}
remsg->sendList(result);
while (gameListIterator.hasNext())
msg(gameListIterator.next()->getGameListLine());
acceptsGameListChanges = true;
return ReturnMessage::ReturnOk;
}
@ -260,6 +244,7 @@ ReturnMessage::ReturnCode ServerSocket::cmdCreateGame(const QList<QVariant> &par
int maxPlayers = params[2].toInt();
leaveGame();
emit createGame(description, password, maxPlayers, this);
acceptsGameListChanges = false;
return ReturnMessage::ReturnOk;
}
@ -271,19 +256,18 @@ ReturnMessage::ReturnCode ServerSocket::cmdJoinGame(const QList<QVariant> &param
return ReturnMessage::ReturnPasswordWrong;
leaveGame();
emit joinGame(gameId, this);
acceptsGameListChanges = false;
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdLeaveGame(const QList<QVariant> &params)
ReturnMessage::ReturnCode ServerSocket::cmdLeaveGame(const QList<QVariant> &/*params*/)
{
Q_UNUSED(params);
leaveGame();
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdListPlayers(const QList<QVariant> &params)
ReturnMessage::ReturnCode ServerSocket::cmdListPlayers(const QList<QVariant> &/*params*/)
{
Q_UNUSED(params);
remsg->sendList(game->getPlayerNames());
return ReturnMessage::ReturnOk;
}
@ -294,27 +278,24 @@ ReturnMessage::ReturnCode ServerSocket::cmdSay(const QList<QVariant> &params)
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdSubmitDeck(const QList<QVariant> &params)
ReturnMessage::ReturnCode ServerSocket::cmdSubmitDeck(const QList<QVariant> &/*params*/)
{
Q_UNUSED(params);
PlayerStatus = StatusSubmitDeck;
DeckList.clear();
SideboardList.clear();
return ReturnMessage::ReturnNothing;
}
ReturnMessage::ReturnCode ServerSocket::cmdReadyStart(const QList<QVariant> &params)
ReturnMessage::ReturnCode ServerSocket::cmdReadyStart(const QList<QVariant> &/*params*/)
{
Q_UNUSED(params);
PlayerStatus = StatusReadyStart;
emit broadcastEvent(QString("ready_start"), this);
game->startGameIfReady();
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdShuffle(const QList<QVariant> &params)
ReturnMessage::ReturnCode ServerSocket::cmdShuffle(const QList<QVariant> &/*params*/)
{
Q_UNUSED(params);
getZone("deck")->shuffle(server->getRNG());
emit broadcastEvent("shuffle", this);
return ReturnMessage::ReturnOk;
@ -545,7 +526,7 @@ ReturnMessage::ReturnCode ServerSocket::cmdDumpZone(const QList<QVariant> &param
PlayerZone *zone = player->getZone(params[1].toString());
if (!zone)
return ReturnMessage::ReturnContextError;
if (!(zone->isPublic() || (player_id == PlayerId)))
if (!(zone->isPublic() || (player_id == playerId)))
return ReturnMessage::ReturnContextError;
QListIterator<Card *> card_iterator(zone->cards);

View file

@ -91,20 +91,20 @@ private:
QList<QString> SideboardList;
QList<PlayerZone *> zones;
QList<Counter *> counters;
int PlayerId;
int playerId;
QString playerName;
int nextCardId;
int newCardId();
PlayerZone *getZone(const QString &name);
Counter *getCounter(const QString &name);
void setName(const QString &name);
PlayerZone *getZone(const QString &name) const;
Counter *getCounter(const QString &name) const;
void clearZones();
void leaveGame();
bool parseCommand(QString line);
PlayerStatusEnum PlayerStatus;
ReturnMessage *remsg;
AuthenticationResult authState;
bool acceptsGameListChanges;
public:
QString PlayerName;
ServerSocket(Server *_server, QObject *parent = 0);
~ServerSocket();
void msg(const QString &s);
@ -112,8 +112,10 @@ public:
PlayerStatusEnum getStatus();
void setStatus(PlayerStatusEnum status);
void initConnection();
int getPlayerId() { return PlayerId; }
void setPlayerId(int _id) { PlayerId = _id; }
int getPlayerId() const { return playerId; }
void setPlayerId(int _id) { playerId = _id; }
QString getPlayerName() const { return playerName; }
bool getAcceptsGameListChanges() const { return acceptsGameListChanges; }
QStringList listCounters();
QStringList listZones();
void setupZones();