mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-04-27 07:48:01 -07:00
179 lines
5.8 KiB
C++
179 lines
5.8 KiB
C++
/***************************************************************************
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* Copyright (C) 2008 by Max-Wilhelm Bruker *
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* brukie@laptop *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "server.h"
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#include "servergame.h"
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#include "serversocket.h"
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#include "counter.h"
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#include "rng_qt.h"
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#include <QtSql>
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#include <QSettings>
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Server::Server(QObject *parent)
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: QTcpServer(parent), nextGameId(0)
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{
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rng = new RNG_Qt(this);
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settings = new QSettings("servatrice.ini", QSettings::IniFormat, this);
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QString dbType = settings->value("database/type").toString();
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if (dbType == "mysql")
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openDatabase();
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}
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Server::~Server()
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{
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}
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bool Server::openDatabase()
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{
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if (!QSqlDatabase::connectionNames().isEmpty())
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QSqlDatabase::removeDatabase(QSqlDatabase::database().connectionNames().at(0));
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settings->beginGroup("database");
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QSqlDatabase sqldb = QSqlDatabase::addDatabase("QMYSQL");
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sqldb.setHostName(settings->value("hostname").toString());
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sqldb.setDatabaseName(settings->value("database").toString());
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sqldb.setUserName(settings->value("user").toString());
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sqldb.setPassword(settings->value("password").toString());
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settings->endGroup();
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if (!sqldb.open())
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return false;
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if (!nextGameId) {
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QSqlQuery query;
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if (!query.exec("select max(id) from games"))
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return false;
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if (!query.next())
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return false;
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nextGameId = query.value(0).toInt() + 1;
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qDebug(QString("set nextGameId to %1").arg(nextGameId).toLatin1());
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}
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return true;
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}
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void Server::addGame(const QString description, const QString password, const int maxPlayers, ServerSocket *creator)
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{
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ServerGame *newGame = new ServerGame(creator, nextGameId++, description, password, maxPlayers, this);
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games << newGame;
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connect(newGame, SIGNAL(gameClosing()), this, SLOT(gameClosing()));
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newGame->addPlayer(creator);
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broadcastGameListUpdate(newGame);
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}
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void Server::incomingConnection(int socketId)
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{
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ServerSocket *socket = new ServerSocket(this);
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socket->setSocketDescriptor(socketId);
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connect(socket, SIGNAL(createGame(const QString, const QString, const int, ServerSocket *)), this, SLOT(addGame(const QString, const QString, const int, ServerSocket *)));
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connect(socket, SIGNAL(joinGame(int, ServerSocket *)), this, SLOT(addClientToGame(int, ServerSocket *)));
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socket->initConnection();
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players << socket;
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}
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AuthenticationResult Server::checkUserPassword(const QString &user, const QString &password)
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{
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const QString method = settings->value("authentication/method").toString();
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if (method == "none")
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return UnknownUser;
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else if (method == "sql") {
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if (!QSqlDatabase::database().exec("select 1").isActive())
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openDatabase();
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QSqlQuery query;
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query.prepare("select password from players where name = :name");
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query.bindValue(":name", user);
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if (!query.exec()) {
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qCritical(QString("Database error: %1").arg(query.lastError().text()).toLatin1());
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return PasswordWrong;
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}
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if (query.next()) {
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if (query.value(0).toString() == password)
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return PasswordRight;
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else
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return PasswordWrong;
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} else
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return UnknownUser;
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} else
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return UnknownUser;
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}
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ServerGame *Server::getGame(int gameId)
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{
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QListIterator<ServerGame *> i(games);
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while (i.hasNext()) {
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ServerGame *tmp = i.next();
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if ((tmp->getGameId() == gameId) && !tmp->getGameStarted())
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return tmp;
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}
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return NULL;
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}
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QList<ServerGame *> Server::listOpenGames()
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{
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QList<ServerGame *> result;
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QListIterator<ServerGame *> i(games);
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while (i.hasNext()) {
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ServerGame *tmp = i.next();
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if ((!tmp->getGameStarted())
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&& (tmp->getPlayerCount() < tmp->getMaxPlayers()))
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result.append(tmp);
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}
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return result;
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}
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bool Server::checkGamePassword(int gameId, const QString &password)
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{
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ServerGame *tmp;
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if ((tmp = getGame(gameId))) {
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if ((!tmp->getGameStarted()) && (tmp->getPassword() == password) && (tmp->getPlayerCount() < tmp->getMaxPlayers()))
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return true;
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}
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return false;
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}
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void Server::broadcastGameListUpdate(ServerGame *game)
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{
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qDebug(QString("broadcastGameListUpdate() to %1 players").arg(players.size()).toLatin1());
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QString line = game->getGameListLine();
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for (int i = 0; i < players.size(); i++)
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if (players[i]->getAcceptsGameListChanges())
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players[i]->msg(line);
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}
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void Server::addClientToGame(int gameId, ServerSocket *client)
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{
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ServerGame *game = getGame(gameId);
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game->addPlayer(client);
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broadcastGameListUpdate(game);
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}
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void Server::gameClosing()
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{
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qDebug("Server::gameClosing");
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games.removeAt(games.indexOf(static_cast<ServerGame *>(sender())));
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}
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void Server::removePlayer(ServerSocket *player)
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{
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players.removeAt(players.indexOf(player));
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qDebug(QString("Server::removePlayer: %1 players left").arg(players.size()).toLatin1());
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}
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