Files
SLikeNet/DependentExtensions/Lobby2/Lobby2Server.h
2025-11-24 14:19:51 +05:30

225 lines
11 KiB
C++

/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2017-2018, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
#ifndef __LOBBY_2_SERVER_H
#define __LOBBY_2_SERVER_H
#include "slikenet/Export.h"
#include "slikenet/types.h"
#include "Lobby2Plugin.h"
#include "slikenet/DS_OrderedList.h"
#include "slikenet/ThreadPool.h"
#include "Lobby2Presence.h"
//class PostgreSQLInterface;
namespace SLNet
{
struct Lobby2Message;
class RoomsPlugin;
/// Commands are either messages from remote systems, or can be run by the local system
/// \internal
struct Lobby2ServerCommand
{
Lobby2Message *lobby2Message;
bool deallocMsgWhenDone;
bool returnToSender;
unsigned int callerUserId;
SLNet::RakString callingUserName;
DataStructures::List<SystemAddress> callerSystemAddresses;
DataStructures::List<RakNetGUID> callerGuids;
//SystemAddress requiredConnectionAddress;
Lobby2Server *server;
};
/// \brief The base class for the lobby server, without database specific functionality
/// \details This is a plugin which will take incoming messages via Lobby2Client_PC::SendMsg(), process them, and send back the same messages with output and a result code
/// Unlike the first implementation of the lobby server, this is a thin plugin that mostly just sends messages to threads and sends back the results.
/// \ingroup LOBBY_2_SERVER
class RAK_DLL_EXPORT Lobby2Server : public SLNet::Lobby2Plugin, public ThreadDataInterface
{
public:
Lobby2Server();
virtual ~Lobby2Server();
/// \brief Connect to the database \a numWorkerThreads times using the connection string
/// \param[in] conninfo See the postgre docs
/// \return True on success, false on failure.
virtual bool ConnectToDB(const char *conninfo, int numWorkerThreads)=0;
/// \internal
virtual void AddInputFromThread(Lobby2Message *msg, unsigned int targetUserId, SLNet::RakString targetUserHandle)=0;
/// \internal
virtual void AddOutputFromThread(Lobby2Message *msg, unsigned int targetUserId, SLNet::RakString targetUserHandle)=0;
/// \brief Lobby2Message encapsulates a user command, containing both input and output data
/// \details This will serialize and transmit that command
void SendMsg(Lobby2Message *msg, const DataStructures::List<SystemAddress> &recipients);
/// \brief Add a command, which contains a message and other data such as who send the message.
/// \details The command will be processed according to its implemented virtual functions. Most likely it will be processed in a thread to run database commands
void ExecuteCommand(Lobby2ServerCommand *command);
/// \brief If Lobby2Message::RequiresAdmin() returns true, the message can only be processed from a remote system if the sender's system address is first added()
/// \details This is useful if you want to administrate the server remotely
void AddAdminAddress(SystemAddress addr);
/// \brief If AddAdminAddress() was previously called with \a addr then this returns true.
bool HasAdminAddress(const DataStructures::List<SystemAddress> &addresses);
/// \brief Removes a system address previously added with AddAdminAddress()
void RemoveAdminAddress(SystemAddress addr);
/// \brief Removes all system addresses previously added with AddAdminAddress()
void ClearAdminAddresses(void);
/// \brief If Lobby2Message::RequiresRankingPermission() returns true, then the system that sent the command must be registered with AddRankingAddress()
/// \param[in] addr Address to allow
void AddRankingAddress(SystemAddress addr);
/// Returns if an address was previously added with AddRankingAddress()
/// \param[in] addr Address to check
bool HasRankingAddress(const DataStructures::List<SystemAddress> &addresses);
/// Removes an addressed added with AddRankingAddress()
/// \param[in] addr Address to check
void RemoveRankingAddress(SystemAddress addr);
/// \brief Clears all addresses added with AddRankingAddress()
void ClearRankingAddresses(void);
/// \brief To use RoomsPlugin and Lobby2Server together, register RoomsPlugin with this funcrtion
/// \details The rooms plugin does not automatically handle users logging in and logging off, or renaming users.
/// You can have Lobby2Server manage this for you by calling SetRoomsPlugin() with a pointer to the rooms plugin, if it is on the local system.
/// This will call RoomsPlugin::LoginRoomsParticipant() and RoomsPlugin::LogoffRoomsParticipant() as the messages L2MID_Client_Login and L2MID_Client_Logoff arrive
/// This will use the pointer to RoomsPlugin directly. Setting this will disable SetRoomsPluginAddress()
/// \note This is an empty function. You must #define __INTEGRATE_LOBBY2_WITH_ROOMS_PLUGIN and link with RoomsPlugin.h to use it()
void SetRoomsPlugin(RoomsPlugin *rp);
/// \brief This is similar to SetRoomsPlugin(), except the plugin is on another system.
/// \details This will set the system address of that system to send the login and logoff commands to.
/// For this function to work, you must first call RoomsPlugin::AddLoginServerAddress() so that RoomsPlugin will accept the incoming login and logoff messages.
/// \note This is an empty function. You must #define __INTEGRATE_LOBBY2_WITH_ROOMS_PLUGIN and link with RoomsPlugin.h to use it()
void SetRoomsPluginAddress(SystemAddress address);
/// \brief Server configuration properties, to customize how the server runs specific commands
struct ConfigurationProperties
{
ConfigurationProperties() {requiresEmailAddressValidationToLogin=false; requiresTitleToLogin=false; accountRegistrationRequiredAgeYears=0;}
/// \brief If true, Client_Login will fail with Client_Login_EMAIL_ADDRESS_NOT_VALIDATED unless the email address registered with Client_RegisterAccount is verified with the command System_SetEmailAddressValidated
bool requiresEmailAddressValidationToLogin;
/// \brief If true Client_Login::titleName and Client_Login::titleSecretKey must be previously registered with System_CreateTitle or Client_Login will fail with L2RC_Client_Login_BAD_TITLE_OR_TITLE_SECRET_KEY
bool requiresTitleToLogin;
/// \brief If true, Client_RegisterAccount::cdKey must be previously registered with CDKey_Add or Client_RegisterAccount will fail with L2RC_Client_RegisterAccount_REQUIRES_CD_KEY or a related error message
bool accountRegistrationRequiresCDKey;
/// \brief The minimum age needed to register accounts. If Client_RegisterAccount::createAccountParameters::ageInDays is less than this, then the account registration will fail with L2RC_Client_RegisterAccount_REQUIRED_AGE_NOT_MET
/// \details Per-title age requirements can be handled client-side with System_CreateTitle::requiredAge and System_GetTitleRequiredAge
unsigned int accountRegistrationRequiredAgeYears;
};
/// \brief Set the desired configuration properties. This is read during runtime from threads.
void SetConfigurationProperties(ConfigurationProperties c);
/// \brief Get the previously set configuration properties.
const ConfigurationProperties *GetConfigurationProperties(void) const;
/// Set the presence of a logged in user
/// \param[in] presence Presence info of this user
void SetPresence(const SLNet::Lobby2Presence &presence, SLNet::RakString userHandle);
/// Get the presence of a logged in user, by handle
/// \param[out] presence Presence info of requested user
/// \param[in] userHandle Handle of the user
void GetPresence(SLNet::Lobby2Presence &presence, SLNet::RakString userHandle);
/// \internal Lets the plugin know that a user has logged on, so this user can be tracked and the message forwarded to RoomsPlugin
void OnLogin(Lobby2ServerCommand *command, bool calledFromThread);
/// \internal Lets the plugin know that a user has logged off, so this user can be tracked and the message forwarded to RoomsPlugin
void OnLogoff(Lobby2ServerCommand *command, bool calledFromThread);
/// \internal Lets the plugin know that a user has been renamed, so this user can be tracked and the message forwarded to RoomsPlugin
void OnChangeHandle(Lobby2ServerCommand *command, bool calledFromThread);
/// \internal
struct User
{
DataStructures::List<SystemAddress> systemAddresses;
DataStructures::List<RakNetGUID> guids;
unsigned int callerUserId;
SLNet::RakString userName;
Lobby2Presence presence;
bool allowMultipleLogins;
};
/// \internal
static int UserCompByUsername( const RakString &key, Lobby2Server::User * const &data );
/// \internal
struct ThreadAction
{
Lobby2MessageID action;
Lobby2ServerCommand command;
};
const DataStructures::OrderedList<RakString, User*, Lobby2Server::UserCompByUsername>& GetUsers(void) const {return users;}
void GetUserOnlineStatus(UsernameAndOnlineStatus &userInfo) const;
protected:
void Update(void);
PluginReceiveResult OnReceive(Packet *packet);
void OnClosedConnection(const SystemAddress &systemAddress, RakNetGUID rakNetGUID, PI2_LostConnectionReason lostConnectionReason );
void OnShutdown(void);
void OnMessage(Packet *packet);
void Clear(void);
void ClearUsers(void);
unsigned int GetUserIndexBySystemAddress(SystemAddress systemAddress) const;
unsigned int GetUserIndexByGUID(RakNetGUID guid) const;
unsigned int GetUserIndexByUsername(SLNet::RakString userName) const;
void StopThreads(void);
void SendRemoteLoginNotification(SLNet::RakString handle, const DataStructures::List<SystemAddress>& recipients);
/// \internal
void RemoveUser(RakString userName);
/// \internal
void RemoveUser(unsigned int index);
void LogoffFromRooms(User *user);
virtual void* PerThreadFactory(void *context)=0;
virtual void PerThreadDestructor(void* factoryResult, void *context)=0;
virtual void AddInputCommand(Lobby2ServerCommand command)=0;
virtual void ClearConnections(void) {};
DataStructures::OrderedList<SystemAddress, SystemAddress> adminAddresses;
DataStructures::OrderedList<SystemAddress, SystemAddress> rankingAddresses;
DataStructures::OrderedList<RakString, User*, Lobby2Server::UserCompByUsername> users;
RoomsPlugin *roomsPlugin;
SystemAddress roomsPluginAddress;
ThreadPool<Lobby2ServerCommand,Lobby2ServerCommand> threadPool;
SimpleMutex connectionPoolMutex;
ConfigurationProperties configurationProperties;
DataStructures::Queue<ThreadAction> threadActionQueue;
SimpleMutex threadActionQueueMutex;
//DataStructures::List<PostgreSQLInterface *> connectionPool;
//#med - rename curOrderingChannel back to orderingChannel and instead rename class member orderingChannel to m_orderingChannel
void SendUnifiedToMultiple( const SLNet::BitStream * bitStream, PacketPriority priority, PacketReliability reliability, char curOrderingChannel, const DataStructures::List<SystemAddress> systemAddresses );
};
}
#endif