Create game as spectator (#4281)

* refactoring

* allow for creation of games as spectator

allow setting the amount of games per user to none
remove limit on amount of games when creating a game as judge as
spectator

* refactor common/server_player.cpp

* do not close games with spectating host automatically

* remove check that filters out 0 player games

this check didn't really do anything, deleted games are removed before
it would be reached

* don't transfer host to spectators

this seems to cause a bug, also present on master
This commit is contained in:
ebbit1q
2021-03-13 20:39:25 +01:00
committed by GitHub
parent b722864caf
commit 06bfc0291a
13 changed files with 153 additions and 140 deletions

View File

@@ -93,9 +93,9 @@ Server_Game::~Server_Game()
gameClosed = true;
sendGameEventContainer(prepareGameEvent(Event_GameClosed(), -1));
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
playerIterator.next().value()->prepareDestroy();
for (Server_Player *player : players.values()) {
player->prepareDestroy();
}
players.clear();
room->removeGame(this);
@@ -131,9 +131,9 @@ void Server_Game::storeGameInformation()
for (int i = gameInfo.game_types_size() - 1; i >= 0; --i)
gameTypes.append(allGameTypes[gameInfo.game_types(i)]);
QSetIterator<QString> playerIterator(allPlayersEver);
while (playerIterator.hasNext())
replayMatchInfo->add_player_names(playerIterator.next().toStdString());
for (auto playerName : allPlayersEver) {
replayMatchInfo->add_player_names(playerName.toStdString());
}
for (int i = 0; i < replayList.size(); ++i) {
ServerInfo_Replay *replayInfo = replayMatchInfo->add_replay_list();
@@ -142,23 +142,21 @@ void Server_Game::storeGameInformation()
replayInfo->set_duration(replayList[i]->duration_seconds());
}
QSet<QString> allUsersInGame = allPlayersEver + allSpectatorsEver;
QSetIterator<QString> allUsersIterator(allUsersInGame);
SessionEvent *sessionEvent = Server_ProtocolHandler::prepareSessionEvent(replayEvent);
Server *server = room->getServer();
server->clientsLock.lockForRead();
while (allUsersIterator.hasNext()) {
Server_AbstractUserInterface *userHandler = server->findUser(allUsersIterator.next());
for (auto userName : allPlayersEver + allSpectatorsEver) {
Server_AbstractUserInterface *userHandler = server->findUser(userName);
if (userHandler && server->getStoreReplaysEnabled())
userHandler->sendProtocolItem(*sessionEvent);
}
server->clientsLock.unlock();
delete sessionEvent;
if (server->getStoreReplaysEnabled())
if (server->getStoreReplaysEnabled()) {
server->getDatabaseInterface()->storeGameInformation(room->getName(), gameTypes, gameInfo, allPlayersEver,
allSpectatorsEver, replayList);
}
}
void Server_Game::pingClockTimeout()
@@ -175,20 +173,22 @@ void Server_Game::pingClockTimeout()
if (player == nullptr)
continue;
if (!player->getSpectator())
if (!player->getSpectator()) {
++playerCount;
}
int oldPingTime = player->getPingTime();
int newPingTime;
player->playerMutex.lock();
if (player->getUserInterface()) {
newPingTime = player->getUserInterface()->getLastCommandTime();
} else {
newPingTime = -1;
{
QMutexLocker playerMutexLocker(&player->playerMutex);
if (player->getUserInterface()) {
newPingTime = player->getUserInterface()->getLastCommandTime();
} else {
newPingTime = -1;
}
}
player->playerMutex.unlock();
if ((newPingTime != -1) && !player->getSpectator()) {
if ((newPingTime != -1) && (!player->getSpectator() || player->getPlayerId() == hostId)) {
allPlayersInactive = false;
}
@@ -217,11 +217,11 @@ int Server_Game::getPlayerCount() const
{
QMutexLocker locker(&gameMutex);
QMapIterator<int, Server_Player *> playerIterator(players);
int result = 0;
while (playerIterator.hasNext())
if (!playerIterator.next().value()->getSpectator())
for (Server_Player *player : players.values()) {
if (!player->getSpectator())
++result;
}
return result;
}
@@ -229,11 +229,11 @@ int Server_Game::getSpectatorCount() const
{
QMutexLocker locker(&gameMutex);
QMapIterator<int, Server_Player *> playerIterator(players);
int result = 0;
while (playerIterator.hasNext())
if (playerIterator.next().value()->getSpectator())
for (Server_Player *player : players.values()) {
if (player->getSpectator())
++result;
}
return result;
}
@@ -250,9 +250,9 @@ void Server_Game::createGameStateChangedEvent(Event_GameStateChanged *event,
} else
event->set_game_started(false);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
playerIterator.next().value()->getInfo(event->add_player_list(), playerWhosAsking, omniscient, withUserInfo);
for (Server_Player *otherPlayer : players.values()) {
otherPlayer->getInfo(event->add_player_list(), playerWhosAsking, omniscient, withUserInfo);
}
}
void Server_Game::sendGameStateToPlayers()
@@ -277,9 +277,7 @@ void Server_Game::sendGameStateToPlayers()
createGameStateChangedEvent(&spectatorEvent, 0, false, false);
// send game state info to clients according to their role in the game
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
for (Server_Player *player : players.values()) {
GameEventContainer *gec;
if (player->getSpectator())
gec = prepareGameEvent(spectatorEvent, -1);
@@ -301,23 +299,17 @@ void Server_Game::doStartGameIfReady()
if (getPlayerCount() < maxPlayers)
return;
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
if (!p->getReadyStart() && !p->getSpectator())
for (Server_Player *player : players.values()) {
if (!player->getReadyStart() && !player->getSpectator())
return;
}
playerIterator.toFront();
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
if (!p->getSpectator())
p->setupZones();
for (Server_Player *player : players.values()) {
if (!player->getSpectator())
player->setupZones();
}
gameStarted = true;
playerIterator.toFront();
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
for (Server_Player *player : players.values()) {
player->setConceded(false);
player->setReadyStart(false);
}
@@ -367,11 +359,9 @@ void Server_Game::stopGameIfFinished()
{
QMutexLocker locker(&gameMutex);
QMapIterator<int, Server_Player *> playerIterator(players);
int playing = 0;
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
if (!p->getConceded() && !p->getSpectator())
for (Server_Player *player : players.values()) {
if (!player->getConceded() && !player->getSpectator())
++playing;
}
if (playing > 1)
@@ -379,11 +369,9 @@ void Server_Game::stopGameIfFinished()
gameStarted = false;
playerIterator.toFront();
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
p->clearZones();
p->setConceded(false);
for (Server_Player *player : players.values()) {
player->clearZones();
player->setConceded(false);
}
sendGameStateToPlayers();
@@ -404,11 +392,9 @@ Response::ResponseCode Server_Game::checkJoin(ServerInfo_User *user,
bool asJudge)
{
Server_DatabaseInterface *databaseInterface = room->getServer()->getDatabaseInterface();
{
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
if (playerIterator.next().value()->getUserInfo()->name() == user->name())
return Response::RespContextError;
for (Server_Player *player : players.values()) {
if (player->getUserInfo()->name() == user->name())
return Response::RespContextError;
}
if (asJudge && !(user->user_level() & ServerInfo_User::IsJudge)) {
@@ -441,10 +427,10 @@ bool Server_Game::containsUser(const QString &userName) const
{
QMutexLocker locker(&gameMutex);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
if (playerIterator.next().value()->getUserInfo()->name() == userName.toStdString())
for (Server_Player *player : players.values()) {
if (player->getUserInfo()->name() == userName.toStdString())
return true;
}
return false;
}
@@ -466,14 +452,18 @@ void Server_Game::addPlayer(Server_AbstractUserInterface *userInterface,
sendGameEventContainer(prepareGameEvent(joinEvent, -1));
const QString playerName = QString::fromStdString(newPlayer->getUserInfo()->name());
if (spectator)
allSpectatorsEver.insert(playerName);
else
allPlayersEver.insert(playerName);
players.insert(newPlayer->getPlayerId(), newPlayer);
if (newPlayer->getUserInfo()->name() == creatorInfo->name()) {
hostId = newPlayer->getPlayerId();
sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
if (spectator) {
allSpectatorsEver.insert(playerName);
} else {
allPlayersEver.insert(playerName);
// if the original creator of the game joins, give them host status back
// FIXME: transferring host to spectators has side effects
if (newPlayer->getUserInfo()->name() == creatorInfo->name()) {
hostId = newPlayer->getPlayerId();
sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
}
}
if (broadcastUpdate) {
@@ -513,26 +503,24 @@ void Server_Game::removePlayer(Server_Player *player, Event_Leave::LeaveReason r
bool spectator = player->getSpectator();
player->prepareDestroy();
if (!getPlayerCount()) {
gameClosed = true;
deleteLater();
return;
} else if (!spectator) {
if (playerHost) {
int newHostId = -1;
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
if (!p->getSpectator()) {
newHostId = p->getPlayerId();
break;
}
}
if (newHostId != -1) {
hostId = newHostId;
sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
if (playerHost) {
int newHostId = -1;
for (Server_Player *otherPlayer : players.values()) {
if (!otherPlayer->getSpectator()) {
newHostId = otherPlayer->getPlayerId();
break;
}
}
if (newHostId != -1) {
hostId = newHostId;
sendGameEventContainer(prepareGameEvent(Event_GameHostChanged(), hostId));
} else {
gameClosed = true;
deleteLater();
return;
}
}
if (!spectator) {
stopGameIfFinished();
if (gameStarted && playerActive)
nextTurn();
@@ -553,10 +541,8 @@ void Server_Game::removeArrowsRelatedToPlayer(GameEventStorage &ges, Server_Play
// Remove all arrows of other players pointing to the player being removed or to one of his cards.
// Also remove all arrows starting at one of his cards. This is necessary since players can create
// arrows that start at another person's cards.
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
QList<Server_Arrow *> arrows = p->getArrows().values();
for (Server_Player *otherPlayer : players.values()) {
QList<Server_Arrow *> arrows = otherPlayer->getArrows().values();
QList<Server_Arrow *> toDelete;
for (int i = 0; i < arrows.size(); ++i) {
Server_Arrow *a = arrows[i];
@@ -574,9 +560,9 @@ void Server_Game::removeArrowsRelatedToPlayer(GameEventStorage &ges, Server_Play
for (int i = 0; i < toDelete.size(); ++i) {
Event_DeleteArrow event;
event.set_arrow_id(toDelete[i]->getId());
ges.enqueueGameEvent(event, p->getPlayerId());
ges.enqueueGameEvent(event, otherPlayer->getPlayerId());
p->deleteArrow(toDelete[i]->getId());
otherPlayer->deleteArrow(toDelete[i]->getId());
}
}
}
@@ -586,15 +572,13 @@ void Server_Game::unattachCards(GameEventStorage &ges, Server_Player *player)
QMutexLocker locker(&gameMutex);
QMapIterator<QString, Server_CardZone *> zoneIterator(player->getZones());
while (zoneIterator.hasNext()) {
Server_CardZone *zone = zoneIterator.next().value();
for (int i = 0; i < zone->getCards().size(); ++i) {
Server_Card *card = zone->getCards().at(i);
for (Server_CardZone *zone : player->getZones()) {
for (Server_Card *card : zone->getCards()) {
// Make a copy of the list because the original one gets modified during the loop
QList<Server_Card *> attachedCards = card->getAttachedCards();
for (int i = 0; i < attachedCards.size(); ++i)
attachedCards[i]->getZone()->getPlayer()->unattachCard(ges, attachedCards[i]);
for (Server_Card *attachedCard : attachedCards) {
attachedCard->getZone()->getPlayer()->unattachCard(ges, attachedCard);
}
}
}
}
@@ -633,9 +617,7 @@ void Server_Game::setActivePhase(int _activePhase)
{
QMutexLocker locker(&gameMutex);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *player = playerIterator.next().value();
for (Server_Player *player : players.values()) {
QList<Server_Arrow *> toDelete = player->getArrows().values();
for (int i = 0; i < toDelete.size(); ++i) {
Server_Arrow *a = toDelete[i];
@@ -705,10 +687,9 @@ void Server_Game::createGameJoinedEvent(Server_Player *player, ResponseContainer
event2.set_active_player_id(activePlayer);
event2.set_active_phase(activePhase);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext())
playerIterator.next().value()->getInfo(event2.add_player_list(), player,
player->getSpectator() && spectatorsSeeEverything, true);
for (Server_Player *player : players.values()) {
player->getInfo(event2.add_player_list(), player, player->getSpectator() && spectatorsSeeEverything, true);
}
rc.enqueuePostResponseItem(ServerMessage::GAME_EVENT_CONTAINER, prepareGameEvent(event2, -1));
}
@@ -720,14 +701,12 @@ void Server_Game::sendGameEventContainer(GameEventContainer *cont,
QMutexLocker locker(&gameMutex);
cont->set_game_id(gameId);
QMapIterator<int, Server_Player *> playerIterator(players);
while (playerIterator.hasNext()) {
Server_Player *p = playerIterator.next().value();
for (Server_Player *player : players.values()) {
const bool playerPrivate =
(p->getPlayerId() == privatePlayerId) || (p->getSpectator() && spectatorsSeeEverything);
(player->getPlayerId() == privatePlayerId) || (player->getSpectator() && spectatorsSeeEverything);
if ((recipients.testFlag(GameEventStorageItem::SendToPrivate) && playerPrivate) ||
(recipients.testFlag(GameEventStorageItem::SendToOthers) && !playerPrivate))
p->sendGameEvent(*cont);
player->sendGameEvent(*cont);
}
if (recipients.testFlag(GameEventStorageItem::SendToPrivate)) {
cont->set_seconds_elapsed(secondsElapsed - startTimeOfThisGame);
@@ -760,11 +739,12 @@ void Server_Game::getInfo(ServerInfo_Game &result) const
result.set_room_id(room->getId());
result.set_game_id(gameId);
if (gameClosed)
if (gameClosed) {
result.set_closed(true);
else {
for (int i = 0; i < gameTypes.size(); ++i)
result.add_game_types(gameTypes[i]);
} else {
for (auto type : gameTypes) {
result.add_game_types(type);
}
result.set_max_players(getMaxPlayers());
result.set_description(getDescription().toStdString());