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