server-side replay support

This commit is contained in:
Max-Wilhelm Bruker 2012-02-20 22:13:48 +01:00
parent 7cec442694
commit d50d179b2f
13 changed files with 177 additions and 89 deletions

View file

@ -39,13 +39,17 @@
#include "pb/event_set_active_player.pb.h"
#include "pb/event_set_active_phase.pb.h"
#include "pb/serverinfo_playerping.pb.h"
#include "pb/game_replay.pb.h"
#include <google/protobuf/descriptor.h>
#include <QTimer>
#include <QDebug>
Server_Game::Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, const QList<int> &_gameTypes, bool _onlyBuddies, bool _onlyRegistered, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server_Room *_room)
: QObject(), room(_room), hostId(0), creatorInfo(new ServerInfo_User(_creator->copyUserInfo(false))), gameStarted(false), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers), gameTypes(_gameTypes), activePlayer(-1), activePhase(-1), onlyBuddies(_onlyBuddies), onlyRegistered(_onlyRegistered), spectatorsAllowed(_spectatorsAllowed), spectatorsNeedPassword(_spectatorsNeedPassword), spectatorsCanTalk(_spectatorsCanTalk), spectatorsSeeEverything(_spectatorsSeeEverything), inactivityCounter(0), secondsElapsed(0), gameMutex(QMutex::Recursive)
: QObject(), room(_room), hostId(0), creatorInfo(new ServerInfo_User(_creator->copyUserInfo(false))), gameStarted(false), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers), gameTypes(_gameTypes), activePlayer(-1), activePhase(-1), onlyBuddies(_onlyBuddies), onlyRegistered(_onlyRegistered), spectatorsAllowed(_spectatorsAllowed), spectatorsNeedPassword(_spectatorsNeedPassword), spectatorsCanTalk(_spectatorsCanTalk), spectatorsSeeEverything(_spectatorsSeeEverything), inactivityCounter(0), secondsElapsed(0), startTime(QDateTime::currentDateTime()), gameMutex(QMutex::Recursive)
{
replay = new GameReplay;
replay->mutable_game_info()->CopyFrom(getInfo());
connect(this, SIGNAL(sigStartGameIfReady()), this, SLOT(doStartGameIfReady()), Qt::QueuedConnection);
addPlayer(_creator, false, false);
@ -59,8 +63,8 @@ Server_Game::Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QS
Server_Game::~Server_Game()
{
QMutexLocker roomLocker(&room->roomMutex);
QMutexLocker locker(&gameMutex);
room->roomMutex.lock();
gameMutex.lock();
sendGameEventContainer(prepareGameEvent(Event_GameClosed(), -1));
@ -72,6 +76,13 @@ Server_Game::~Server_Game()
room->removeGame(this);
delete creatorInfo;
creatorInfo = 0;
gameMutex.unlock();
room->roomMutex.unlock();
room->getServer()->storeGameInformation(secondsElapsed, allPlayersEver.toList(), *replay);
delete replay;
qDebug() << "Server_Game destructor: gameId=" << gameId;
}
@ -146,6 +157,59 @@ int Server_Game::getSpectatorCount() const
return result;
}
void Server_Game::sendGameStateToPlayers()
{
// Prepare game state information that everyone can see
Event_GameStateChanged gameStateChangedEvent;
gameStateChangedEvent.set_seconds_elapsed(secondsElapsed);
if (gameStarted) {
gameStateChangedEvent.set_game_started(true);
gameStateChangedEvent.set_active_player_id(0);
gameStateChangedEvent.set_active_phase(0);
} else
gameStateChangedEvent.set_game_started(false);
// game state information for replay and omniscient spectators
Event_GameStateChanged omniscientEvent(gameStateChangedEvent);
QListIterator<ServerInfo_Player> omniscientGameStateIterator(getGameState(0, true));
while (omniscientGameStateIterator.hasNext())
omniscientEvent.add_player_list()->CopyFrom(omniscientGameStateIterator.next());
GameEventContainer *replayCont = prepareGameEvent(omniscientEvent, -1);
replayCont->set_seconds_elapsed(secondsElapsed);
replayCont->clear_game_id();
replay->add_event_list()->CopyFrom(*replayCont);
delete replayCont;
// If spectators are not omniscient, we need an additional getGameState call, otherwise we can use the data we used for the replay.
// All spectators are equal, so we don't need to make a getGameState call for each one.
Event_GameStateChanged spectatorEvent(spectatorsSeeEverything ? omniscientEvent : gameStateChangedEvent);
if (!spectatorsSeeEverything) {
QListIterator<ServerInfo_Player> spectatorGameStateIterator(getGameState(0, false));
while (spectatorGameStateIterator.hasNext())
spectatorEvent.add_player_list()->CopyFrom(spectatorGameStateIterator.next());
}
// send game state info to clients according to their role in the game
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
GameEventContainer *gec;
if (player->getSpectator())
gec = prepareGameEvent(spectatorEvent, -1);
else {
Event_GameStateChanged event(gameStateChangedEvent);
QListIterator<ServerInfo_Player> gameStateIterator(getGameState(player));
while (gameStateIterator.hasNext())
event.add_player_list()->CopyFrom(gameStateIterator.next());
gec = prepareGameEvent(event, -1);
}
player->sendGameEvent(*gec);
delete gec;
}
}
void Server_Game::doStartGameIfReady()
{
QMutexLocker locker(&gameMutex);
@ -172,37 +236,9 @@ void Server_Game::doStartGameIfReady()
player->setConceded(false);
player->setReadyStart(false);
}
playerIterator.toFront();
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
Event_GameStateChanged event;
event.set_seconds_elapsed(secondsElapsed);
event.set_game_started(true);
event.set_active_player_id(0);
event.set_active_phase(0);
QListIterator<ServerInfo_Player> gameStateIterator(getGameState(player));
while (gameStateIterator.hasNext())
event.add_player_list()->CopyFrom(gameStateIterator.next());
player->sendGameEvent(prepareGameEvent(event, -1));
}
/* QSqlQuery query;
query.prepare("insert into games (id, descr, password, time_started) values(:id, :descr, :password, now())");
query.bindValue(":id", gameId);
query.bindValue(":descr", description);
query.bindValue(":password", !password.isEmpty());
query.exec();
sendGameStateToPlayers();
QMapIterator<int, Server_Player *> playerIterator2(players);
while (playerIterator2.hasNext()) {
Server_Player *player = playerIterator2.next().value();
query.prepare("insert into games_players (id_game, player) values(:id, :player)");
query.bindValue(":id", gameId);
query.bindValue(":player", player->getPlayerName());
query.exec();
}
*/
activePlayer = -1;
nextTurn();
@ -237,18 +273,7 @@ void Server_Game::stopGameIfFinished()
p->setConceded(false);
}
playerIterator.toFront();
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
Event_GameStateChanged event;
event.set_seconds_elapsed(secondsElapsed);
event.set_game_started(false);
QListIterator<ServerInfo_Player> gameStateIterator(getGameState(player));
while (gameStateIterator.hasNext())
event.add_player_list()->CopyFrom(gameStateIterator.next());
player->sendGameEvent(prepareGameEvent(event, -1));
}
sendGameStateToPlayers();
}
Response::ResponseCode Server_Game::checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions)
@ -296,9 +321,10 @@ Server_Player *Server_Game::addPlayer(Server_ProtocolHandler *handler, bool spec
newPlayer->moveToThread(thread());
Event_Join joinEvent;
joinEvent.mutable_player_properties()->CopyFrom(newPlayer->getProperties());
joinEvent.mutable_player_properties()->CopyFrom(newPlayer->getProperties(true));
sendGameEventContainer(prepareGameEvent(joinEvent, -1));
allPlayersEver.insert(QString::fromStdString(newPlayer->getUserInfo()->name()));
players.insert(playerId, newPlayer);
if (newPlayer->getUserInfo()->name() == creatorInfo->name()) {
hostId = playerId;
@ -410,7 +436,9 @@ bool Server_Game::kickPlayer(int playerId)
if (!playerToKick)
return false;
playerToKick->sendGameEvent(prepareGameEvent(Event_Kicked(), -1));
GameEventContainer *gec = prepareGameEvent(Event_Kicked(), -1);
playerToKick->sendGameEvent(*gec);
delete gec;
removePlayer(playerToKick);
@ -473,7 +501,7 @@ void Server_Game::nextTurn()
setActivePlayer(keys[listPos]);
}
QList<ServerInfo_Player> Server_Game::getGameState(Server_Player *playerWhosAsking) const
QList<ServerInfo_Player> Server_Game::getGameState(Server_Player *playerWhosAsking, bool omniscient, bool withUserInfo) const
{
QMutexLocker locker(&gameMutex);
@ -483,7 +511,7 @@ QList<ServerInfo_Player> Server_Game::getGameState(Server_Player *playerWhosAski
Server_Player *player = playerIterator.next().value();
ServerInfo_Player playerInfo;
playerInfo.mutable_properties()->CopyFrom(player->getProperties());
playerInfo.mutable_properties()->CopyFrom(player->getProperties(withUserInfo));
if (player == playerWhosAsking)
if (player->getDeck())
playerInfo.set_deck_list(player->getDeck()->writeToString_Native().toStdString());
@ -528,7 +556,7 @@ QList<ServerInfo_Player> Server_Game::getGameState(Server_Player *playerWhosAski
zoneInfo->set_with_coords(zone->hasCoords());
zoneInfo->set_card_count(zone->cards.size());
if (
(((playerWhosAsking == player) || (playerWhosAsking->getSpectator() && spectatorsSeeEverything)) && (zone->getType() != ServerInfo_Zone::HiddenZone))
(((playerWhosAsking == player) || omniscient) && (zone->getType() != ServerInfo_Zone::HiddenZone))
|| ((playerWhosAsking != player) && (zone->getType() == ServerInfo_Zone::PublicZone))
) {
QListIterator<Server_Card *> cardIterator(zone->cards);
@ -590,7 +618,12 @@ void Server_Game::sendGameEventContainer(GameEventContainer *cont, GameEventStor
Server_Player *p = playerIterator.next().value();
const bool playerPrivate = (p->getPlayerId() == privatePlayerId) || (p->getSpectator() && spectatorsSeeEverything);
if ((recipients.testFlag(GameEventStorageItem::SendToPrivate) && playerPrivate) || (recipients.testFlag(GameEventStorageItem::SendToOthers) && !playerPrivate))
p->sendGameEvent(cont);
p->sendGameEvent(*cont);
}
if (recipients.testFlag(GameEventStorageItem::SendToPrivate)) {
cont->set_seconds_elapsed(secondsElapsed);
cont->clear_game_id();
replay->add_event_list()->CopyFrom(*cont);
}
delete cont;
@ -631,6 +664,7 @@ ServerInfo_Game Server_Game::getInfo() const
result.set_spectators_allowed(getSpectatorsAllowed());
result.set_spectators_need_password(getSpectatorsNeedPassword());
result.set_spectators_count(getSpectatorCount());
result.set_start_time(startTime.toTime_t());
}
return result;
}