/*************************************************************************** * 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 "servergame.h" #include "serversocket.h" #include "counter.h" #include "chatchannel.h" #include #include Server::Server(QObject *parent) : QTcpServer(parent), nextGameId(0) { settings = new QSettings("servatrice.ini", QSettings::IniFormat, this); QString dbType = settings->value("database/type").toString(); if (dbType == "mysql") openDatabase(); int size = settings->beginReadArray("chatchannels"); for (int i = 0; i < size; ++i) { settings->setArrayIndex(i); ChatChannel *newChannel = new ChatChannel(settings->value("name").toString(), settings->value("description").toString(), settings->value("autojoin").toBool(), settings->value("joinmessage").toStringList()); chatChannels.insert(newChannel->getName(), newChannel); connect(newChannel, SIGNAL(channelInfoChanged()), this, SLOT(broadcastChannelUpdate())); } settings->endArray(); loginMessage = settings->value("messages/login").toStringList(); } Server::~Server() { } bool Server::openDatabase() { if (!QSqlDatabase::connectionNames().isEmpty()) QSqlDatabase::removeDatabase(QSqlDatabase::database().connectionNames().at(0)); settings->beginGroup("database"); QSqlDatabase sqldb = QSqlDatabase::addDatabase("QMYSQL"); 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(); if (!sqldb.open()) return false; if (!nextGameId) { QSqlQuery query; if (!query.exec("select max(id) from games")) return false; if (!query.next()) return false; nextGameId = query.value(0).toInt() + 1; qDebug(QString("set nextGameId to %1").arg(nextGameId).toLatin1()); } return true; } ServerGame *Server::createGame(const QString &description, const QString &password, int maxPlayers, bool spectatorsAllowed, const QString &creator) { ServerGame *newGame = new ServerGame(creator, nextGameId++, description, password, maxPlayers, spectatorsAllowed, this); games.insert(newGame->getGameId(), newGame); connect(newGame, SIGNAL(gameClosing()), this, SLOT(gameClosing())); broadcastGameListUpdate(newGame); return newGame; } void Server::incomingConnection(int socketId) { ServerSocket *socket = new ServerSocket(this); socket->setSocketDescriptor(socketId); connect(socket, SIGNAL(createGame(const QString, const QString, int, bool, ServerSocket *)), this, SLOT(addGame(const QString, const QString, int, bool, ServerSocket *))); socket->initConnection(); players << socket; } AuthenticationResult Server::checkUserPassword(const QString &user, const QString &password) { const QString method = settings->value("authentication/method").toString(); if (method == "none") return UnknownUser; else if (method == "sql") { if (!QSqlDatabase::database().exec("select 1").isActive()) openDatabase(); QSqlQuery query; query.prepare("select password from players where name = :name"); query.bindValue(":name", user); if (!query.exec()) { qCritical(QString("Database error: %1").arg(query.lastError().text()).toLatin1()); return PasswordWrong; } if (query.next()) { if (query.value(0).toString() == password) return PasswordRight; else return PasswordWrong; } else return UnknownUser; } else return UnknownUser; } ServerGame *Server::getGame(int gameId) const { return games.value(gameId); } void Server::broadcastGameListUpdate(ServerGame *game) { qDebug(QString("broadcastGameListUpdate() to %1 players").arg(players.size()).toLatin1()); QString line = game->getGameListLine(); for (int i = 0; i < players.size(); i++) if (players[i]->getAcceptsGameListChanges()) players[i]->msg(line); } void Server::broadcastChannelUpdate() { QString line = qobject_cast(sender())->getChannelListLine(); for (int i = 0; i < players.size(); ++i) if (players[i]->getAcceptsChatChannelListChanges()) players[i]->msg(line); } void Server::gameClosing() { qDebug("Server::gameClosing"); ServerGame *game = static_cast(sender()); broadcastGameListUpdate(game); games.remove(games.key(game)); } void Server::removePlayer(ServerSocket *player) { players.removeAt(players.indexOf(player)); qDebug(QString("Server::removePlayer: %1 players left").arg(players.size()).toLatin1()); }