mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-01-08 19:33:22 -08:00
generalized user information
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@@ -22,6 +22,7 @@
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#include "server_counter.h"
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#include "server_chatchannel.h"
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#include "server_protocolhandler.h"
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#include "protocol_datastructures.h"
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#include <QDebug>
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Server::Server(QObject *parent)
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@@ -35,6 +36,35 @@ Server::~Server()
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delete clients.takeFirst();
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}
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AuthenticationResult Server::loginUser(Server_ProtocolHandler *session, QString &name, const QString &password)
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{
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AuthenticationResult authState = checkUserPassword(name, password);
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if (authState == PasswordWrong)
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return authState;
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if (authState == PasswordRight) {
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Server_ProtocolHandler *oldSession = users.value(name);
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if (oldSession)
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delete oldSession; // ~Server_ProtocolHandler() will call Server::removeClient
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} else if (authState == UnknownUser) {
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// Change user name so that no two users have the same names
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QString tempName = name;
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int i = 0;
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while (users.contains(tempName))
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tempName = name + "_" + QString::number(++i);
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name = tempName;
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}
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ServerInfo_User *data = getUserData(name);
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if (authState == PasswordRight)
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data->setUserLevel(data->getUserLevel() | ServerInfo_User::IsRegistered);
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session->setUserInfo(data);
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users.insert(name, session);
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return authState;
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}
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Server_Game *Server::createGame(const QString &description, const QString &password, int maxPlayers, bool spectatorsAllowed, bool spectatorsNeedPassword, bool spectatorsCanTalk, bool spectatorsSeeEverything, Server_ProtocolHandler *creator)
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{
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Server_Game *newGame = new Server_Game(creator, nextGameId++, description, password, maxPlayers, spectatorsAllowed, spectatorsNeedPassword, spectatorsCanTalk, spectatorsSeeEverything, this);
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@@ -54,19 +84,10 @@ void Server::addClient(Server_ProtocolHandler *client)
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void Server::removeClient(Server_ProtocolHandler *client)
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{
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clients.removeAt(clients.indexOf(client));
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qDebug(QString("Server::removeClient: %1 clients left").arg(clients.size()).toLatin1());
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}
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void Server::closeOldSession(const QString &playerName)
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{
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Server_ProtocolHandler *session = 0;
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for (int i = 0; i < clients.size(); ++i)
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if (clients[i]->getPlayerName() == playerName) {
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session = clients[i];
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break;
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}
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if (session)
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delete session; // ~Server_ProtocolHandler() will call Server::removeClient
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ServerInfo_User *data = client->getUserInfo();
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if (data)
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users.remove(data->getName());
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qDebug() << "Server::removeClient: " << clients.size() << "clients; " << users.size() << "users left";
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}
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Server_Game *Server::getGame(int gameId) const
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@@ -85,14 +106,14 @@ void Server::broadcastGameListUpdate(Server_Game *game)
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!game->getPassword().isEmpty(),
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game->getPlayerCount(),
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game->getMaxPlayers(),
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game->getCreatorName(),
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new ServerInfo_User(game->getCreatorInfo()),
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game->getSpectatorsAllowed(),
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game->getSpectatorsNeedPassword(),
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game->getSpectatorCount()
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));
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else
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// Game is closing
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eventGameList.append(new ServerInfo_Game(game->getGameId(), QString(), false, 0, game->getMaxPlayers(), QString(), false, 0));
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eventGameList.append(new ServerInfo_Game(game->getGameId(), QString(), false, 0, game->getMaxPlayers(), 0, false, 0));
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Event_ListGames *event = new Event_ListGames(eventGameList);
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for (int i = 0; i < clients.size(); i++)
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