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/*
* Copyright (C) 2004-2016 by the Widelands Development Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "network/internet_gaming.h"
#include <boost/format.hpp>
#include <boost/lexical_cast.hpp>
#include "base/i18n.h"
#include "base/log.h"
#include "base/macros.h"
#include "base/warning.h"
#include "io/fileread.h"
#include "io/filesystem/layered_filesystem.h"
#include "network/internet_gaming_messages.h"
/// Private constructor by purpose: NEVER call directly. Always call InternetGaming::ref(), this
/// will ensure
/// that only one instance is running at time.
InternetGaming::InternetGaming()
: sock_(nullptr),
sockset_(nullptr),
state_(OFFLINE),
reg_(false),
port_(INTERNET_GAMING_PORT),
clientrights_(INTERNET_CLIENT_UNREGISTERED),
gameip_(""),
clientupdateonmetaserver_(true),
gameupdateonmetaserver_(true),
clientupdate_(false),
gameupdate_(false),
time_offset_(0),
waittimeout_(std::numeric_limits<int32_t>::max()),
lastping_(time(nullptr)) {
// Fill the list of possible messages from the server
InternetGamingMessages::fill_map();
// Set connection tracking variables to 0
lastbrokensocket_[0] = 0;
lastbrokensocket_[1] = 0;
}
/// resets all stored variables without the chat messages for a clean new login (not relogin)
void InternetGaming::reset() {
sock_ = nullptr;
sockset_ = nullptr;
state_ = OFFLINE;
pwd_ = "";
reg_ = false;
meta_ = INTERNET_GAMING_METASERVER;
port_ = INTERNET_GAMING_PORT;
clientname_ = "";
clientrights_ = INTERNET_CLIENT_UNREGISTERED;
gamename_ = "";
gameip_ = "";
clientupdateonmetaserver_ = true;
gameupdateonmetaserver_ = true;
clientupdate_ = false;
gameupdate_ = false;
time_offset_ = 0;
waitcmd_ = "";
waittimeout_ = std::numeric_limits<int32_t>::max();
lastbrokensocket_[0] = 0;
lastbrokensocket_[1] = 0;
lastping_ = time(nullptr);
clientlist_.clear();
gamelist_.clear();
}
/// the one and only InternetGaming instance.
static InternetGaming* ig = nullptr;
/// \returns the one and only InternetGaming instance.
InternetGaming& InternetGaming::ref() {
if (!ig)
ig = new InternetGaming();
return *ig;
}
void InternetGaming::initialize_connection() {
// First of all try to connect to the metaserver
log("InternetGaming: Connecting to the metaserver.\n");
IPaddress peer;
if (hostent* const he = gethostbyname(meta_.c_str())) {
peer.host = (reinterpret_cast<in_addr*>(he->h_addr_list[0]))->s_addr;
DIAG_OFF("-Wold-style-cast")
peer.port = htons(port_);
DIAG_ON("-Wold-style-cast")
} else
throw WLWarning(
_("Connection problem"), "%s", _("Widelands could not connect to the metaserver."));
SDLNet_ResolveHost(&peer, meta_.c_str(), port_);
sock_ = SDLNet_TCP_Open(&peer);
if (sock_ == nullptr)
throw WLWarning(_("Could not establish connection to host"),
_("Widelands could not establish a connection to the given address.\n"
"Either there was no metaserver running at the supposed port or\n"
"your network setup is broken."));
sockset_ = SDLNet_AllocSocketSet(1);
SDLNet_TCP_AddSocket(sockset_, sock_);
// Of course not 100% true, but we just care about an answer at all, so we reset this tracker
lastping_ = time(nullptr);
}
/// Login to metaserver
bool InternetGaming::login(const std::string& nick,
const std::string& pwd,
bool reg,
const std::string& meta,
uint32_t port) {
assert(state_ == OFFLINE);
pwd_ = pwd;
reg_ = reg;
meta_ = meta;
port_ = port;
initialize_connection();
// If we are here, a connection was established and we can send our login package through the
// socket.
log("InternetGaming: Sending login request.\n");
SendPacket s;
s.string(IGPCMD_LOGIN);
s.string(boost::lexical_cast<std::string>(INTERNET_GAMING_PROTOCOL_VERSION));
s.string(nick);
s.string(build_id());
s.string(bool2str(reg));
if (reg)
s.string(pwd);
s.send(sock_);
// Now let's see, whether the metaserver is answering
uint32_t const secs = time(nullptr);
state_ = CONNECTING;
while (INTERNET_GAMING_TIMEOUT > time(nullptr) - secs) {
handle_metaserver_communication();
// Check if we are a step further... if yes handle_packet has taken care about all the
// paperwork, so we put our feet up and just return. ;)
if (state_ != CONNECTING) {
if (state_ == LOBBY) {
format_and_add_chat(
"", "", true, _("For hosting a game, please take a look at the notes at:"));
format_and_add_chat("", "", true, "http://wl.widelands.org/wiki/InternetGaming");
return true;
} else if (error())
return false;
}
}
log("InternetGaming: No answer from metaserver!\n");
logout("NO_ANSWER");
return false;
}
/// Relogin to metaserver after loosing connection
bool InternetGaming::relogin() {
if (!error()) {
throw wexception("InternetGaming::relogin: This only makes sense if there was an error.");
}
initialize_connection();
// If we are here, a connection was established and we can send our login package through the
// socket.
log("InternetGaming: Sending relogin request.\n");
SendPacket s;
s.string(IGPCMD_RELOGIN);
s.string(boost::lexical_cast<std::string>(INTERNET_GAMING_PROTOCOL_VERSION));
s.string(clientname_);
s.string(build_id());
s.string(bool2str(reg_));
if (reg_)
s.string(pwd_);
s.send(sock_);
// Now let's see, whether the metaserver is answering
uint32_t const secs = time(nullptr);
state_ = CONNECTING;
while (INTERNET_GAMING_TIMEOUT > time(nullptr) - secs) {
handle_metaserver_communication();
// Check if we are a step further... if yes handle_packet has taken care about all the
// paperwork, so we put our feet up and just return. ;)
if (state_ != CONNECTING) {
if (state_ == LOBBY) {
break;
} else if (error())
return false;
}
}
if (INTERNET_GAMING_TIMEOUT <= time(nullptr) - secs) {
log("InternetGaming: No answer from metaserver!\n");
return false;
}
// Client is reconnected, so let's try resend the timeouted command.
if (waitcmd_ == IGPCMD_GAME_CONNECT)
join_game(gamename_);
else if (waitcmd_ == IGPCMD_GAME_OPEN) {
state_ = IN_GAME;
open_game();
} else if (waitcmd_ == IGPCMD_GAME_START) {
state_ = IN_GAME;
set_game_playing();
}
return true;
}
/// logout of the metaserver
/// \note \arg msgcode should be a message from the list of InternetGamingMessages
void InternetGaming::logout(const std::string& msgcode) {
// Just in case the metaserver is listening on the socket - tell him we break up with him ;)
SendPacket s;
s.string(IGPCMD_DISCONNECT);
s.string(msgcode);
s.send(sock_);
const std::string& msg = InternetGamingMessages::get_message(msgcode);
log("InternetGaming: logout(%s)\n", msg.c_str());
format_and_add_chat("", "", true, msg);
reset();
}
/**
* Handle situation when reading from socket failed.
*/
void InternetGaming::handle_failed_read() {
set_error();
const std::string& msg = InternetGamingMessages::get_message("CONNECTION_LOST");
log("InternetGaming: Error: %s\n", msg.c_str());
format_and_add_chat("", "", true, msg);
// Check how much time passed since the socket broke the last time
// Maybe something is completely wrong at the moment?
// At least it seems to be, if the socket broke three times in the last 10 seconds...
time_t now = time(nullptr);
if ((now - lastbrokensocket_[1] < 10) && (now - lastbrokensocket_[0] < 10)) {
reset();
set_error();
return;
}
lastbrokensocket_[1] = lastbrokensocket_[0];
lastbrokensocket_[0] = now;
// Try to relogin
if (!relogin()) {
// Do not try to relogin again automatically.
reset();
set_error();
}
}
/// handles all communication between the metaserver and the client
void InternetGaming::handle_metaserver_communication() {
if (error())
return;
try {
while (sock_ != nullptr && SDLNet_CheckSockets(sockset_, 0) > 0) {
// Perform only one read operation, then process all packets
// from this read. This ensures that we process DISCONNECT
// packets that are followed immediately by connection close.
if (!deserializer_.read(sock_)) {
handle_failed_read();
return;
}
// Process all the packets from the last read
while (sock_ && deserializer_.avail()) {
RecvPacket packet(deserializer_);
handle_packet(packet);
}
}
} catch (const std::exception& e) {
std::string reason = _("Something went wrong: ");
reason += e.what();
logout(reason);
set_error();
}
if (state_ == LOBBY) {
// client is in the lobby and therefore we want realtime information updates
if (clientupdateonmetaserver_) {
SendPacket s;
s.string(IGPCMD_CLIENTS);
s.send(sock_);
clientupdateonmetaserver_ = false;
}
if (gameupdateonmetaserver_) {
SendPacket s;
s.string(IGPCMD_GAMES);
s.send(sock_);
gameupdateonmetaserver_ = false;
}
}
if (!waitcmd_.empty()) {
// Check if timeout is reached
time_t now = time(nullptr);
if (now > waittimeout_) {
set_error();
waittimeout_ = std::numeric_limits<int32_t>::max();
log("InternetGaming: reached a timeout for an awaited answer of the metaserver!\n");
if (!relogin()) {
// Do not try to relogin again automatically.
reset();
set_error();
}
}
}
// Check connection to the metaserver
// Was a ping received in the last 4 minutes?
if (time(nullptr) - lastping_ > 240) {
// Try to relogin
set_error();
if (!relogin()) {
// Do not try to relogin again automatically.
reset();
set_error();
}
}
}
/// Handle one packet received from the metaserver.
void InternetGaming::handle_packet(RecvPacket& packet) {
std::string cmd = packet.string();
// First check if everything is fine or whether the metaserver broke up with the client.
if (cmd == IGPCMD_DISCONNECT) {
std::string reason = packet.string();
format_and_add_chat("", "", true, InternetGamingMessages::get_message(reason));
if (reason == "CLIENT_TIMEOUT") {
// Try to relogin
set_error();
if (!relogin()) {
// Do not try to relogin again automatically.
reset();
set_error();
}
}
return;
}
// Are we already online?
if (state_ == CONNECTING) {
if (cmd == IGPCMD_LOGIN) {
// Clients request to login was granted
clientname_ = packet.string();
clientrights_ = packet.string();
state_ = LOBBY;
log("InternetGaming: Client %s logged in.\n", clientname_.c_str());
return;
} else if (cmd == IGPCMD_RELOGIN) {
// Clients request to relogin was granted
state_ = LOBBY;
log("InternetGaming: Client %s relogged in.\n", clientname_.c_str());
format_and_add_chat("", "", true, _("Successfully reconnected to the metaserver!"));
return;
} else if (cmd == IGPCMD_ERROR) {
std::string errortype = packet.string();
if (errortype != "LOGIN" && errortype != "RELOGIN") {
log("InternetGaming: Strange ERROR in connecting state: %s\n", errortype.c_str());
throw WLWarning(
_("Mixed up"), _("The metaserver sent a strange ERROR during connection"));
}
// Clients login request got rejected
logout(packet.string());
set_error();
return;
} else {
logout();
set_error();
throw WLWarning(
_("Unexpected packet"),
_("Expected a LOGIN, RELOGIN or REJECTED packet from server, but received command "
"%s. Maybe the metaserver is using a different protocol version ?"),
cmd.c_str());
}
}
try {
if (cmd == IGPCMD_LOGIN || cmd == IGPCMD_RELOGIN) {
// Login specific commands but not in CONNECTING state...
log("InternetGaming: Received %s cmd although client is not in CONNECTING state.\n",
cmd.c_str());
std::string temp =
(boost::format(
_("WARNING: Received a %s command although we are not in CONNECTING state.")) %
cmd)
.str();
format_and_add_chat("", "", true, temp);
}
else if (cmd == IGPCMD_TIME) {
// Client received the server time
time_offset_ = boost::lexical_cast<int>(packet.string()) - time(nullptr);
log(ngettext("InternetGaming: Server time offset is %u second.",
"InternetGaming: Server time offset is %u seconds.", time_offset_),
time_offset_);
std::string temp =
(boost::format(ngettext("Server time offset is %u second.",
"Server time offset is %u seconds.", time_offset_)) %
time_offset_)
.str();
format_and_add_chat("", "", true, temp);
}
else if (cmd == IGPCMD_PING) {
// Client received a PING and should immediately PONG as requested
SendPacket s;
s.string(IGPCMD_PONG);
s.send(sock_);
lastping_ = time(nullptr);
}
else if (cmd == IGPCMD_CHAT) {
// Client received a chat message
std::string sender = packet.string();
std::string message = packet.string();
std::string type = packet.string();
if (type != "public" && type != "private" && type != "system")
throw WLWarning(
_("Invalid message type"), _("Invalid chat message type \"%s\"."), type.c_str());
bool personal = type == "private";
bool system = type == "system";
format_and_add_chat(sender, personal ? clientname_ : "", system, message);
}
else if (cmd == IGPCMD_GAMES_UPDATE) {
// Client received a note, that the list of games was changed
log("InternetGaming: Game update on metaserver.\n");
gameupdateonmetaserver_ = true;
}
else if (cmd == IGPCMD_GAMES) {
// Client received the new list of games
uint8_t number = boost::lexical_cast<int>(packet.string()) & 0xff;
std::vector<InternetGame> old = gamelist_;
gamelist_.clear();
log("InternetGaming: Received a game list update with %u items.\n", number);
for (uint8_t i = 0; i < number; ++i) {
InternetGame* ing = new InternetGame();
ing->name = packet.string();
ing->build_id = packet.string();
ing->connectable = str2bool(packet.string());
gamelist_.push_back(*ing);
bool found = false;
for (std::vector<InternetGame>::size_type j = 0; j < old.size(); ++j)
if (old[j].name == ing->name) {
found = true;
old[j].name = "";
break;
}
if (!found)
format_and_add_chat(
"", "", true,
(boost::format(_("The game %s is now available")) % ing->name).str());
delete ing;
ing = nullptr;
}
for (std::vector<InternetGame>::size_type i = 0; i < old.size(); ++i)
if (old[i].name.size())
format_and_add_chat(
"", "", true,
(boost::format(_("The game %s has been closed")) % old[i].name).str());
gameupdate_ = true;
}
else if (cmd == IGPCMD_CLIENTS_UPDATE) {
// Client received a note, that the list of clients was changed
log("InternetGaming: Client update on metaserver.\n");
clientupdateonmetaserver_ = true;
}
else if (cmd == IGPCMD_CLIENTS) {
// Client received the new list of clients
uint8_t number = boost::lexical_cast<int>(packet.string()) & 0xff;
std::vector<InternetClient> old = clientlist_;
clientlist_.clear();
log("InternetGaming: Received a client list update with %u items.\n", number);
for (uint8_t i = 0; i < number; ++i) {
InternetClient* inc = new InternetClient();
inc->name = packet.string();
inc->build_id = packet.string();
inc->game = packet.string();
inc->type = packet.string();
inc->points = packet.string();
clientlist_.push_back(*inc);
bool found =
old.empty(); // do not show all clients, if this instance is the actual change
for (std::vector<InternetClient>::size_type j = 0; j < old.size(); ++j)
if (old[j].name == inc->name) {
found = true;
old[j].name = "";
break;
}
if (!found)
format_and_add_chat(
"", "", true, (boost::format(_("%s joined the lobby")) % inc->name).str());
delete inc;
inc = nullptr;
}
for (std::vector<InternetClient>::size_type i = 0; i < old.size(); ++i)
if (old[i].name.size())
format_and_add_chat(
"", "", true, (boost::format(_("%s left the lobby")) % old[i].name).str());
clientupdate_ = true;
}
else if (cmd == IGPCMD_GAME_OPEN) {
// Client received the acknowledgment, that the game was opened
assert(waitcmd_ == IGPCMD_GAME_OPEN);
waitcmd_ = "";
}
else if (cmd == IGPCMD_GAME_CONNECT) {
// Client received the ip for the game it wants to join
assert(waitcmd_ == IGPCMD_GAME_CONNECT);
waitcmd_ = "";
// save the received ip, so the client cann connect to the game
gameip_ = packet.string();
log("InternetGaming: Received ip of the game to join: %s.\n", gameip_.c_str());
}
else if (cmd == IGPCMD_GAME_START) {
// Client received the acknowledgment, that the game was started
assert(waitcmd_ == IGPCMD_GAME_START);
waitcmd_ = "";
}
else if (cmd == IGPCMD_ERROR) {
// Client received an ERROR message - seems something went wrong
std::string subcmd(packet.string());
std::string reason(packet.string());
std::string message = "";
if (subcmd == IGPCMD_CHAT) {
// Something went wrong with the chat message the user sent.
message += _("Chat message could not be sent.");
if (reason == "NO_SUCH_USER")
message = (boost::format("%s %s") % message %
(boost::format(InternetGamingMessages::get_message(reason)) %
packet.string().c_str()))
.str();
}
else if (subcmd == IGPCMD_GAME_OPEN) {
// Something went wrong with the newly opened game
message = InternetGamingMessages::get_message(reason);
// we got our answer, so no need to wait anymore
waitcmd_ = "";
}
message = (boost::format(_("ERROR: %s")) % message).str();
// Finally send the error message as system chat to the client.
format_and_add_chat("", "", true, message);
}
else
// Inform the client about the unknown command
format_and_add_chat(
"", "", true,
(boost::format(_("Received an unknown command from the metaserver: %s")) % cmd).str());
} catch (WLWarning& e) {
format_and_add_chat("", "", true, e.what());
}
}
/// \returns the ip of the game the client is on or wants to join (or the client is hosting)
/// or 0, if no ip available.
const std::string& InternetGaming::ip() {
return gameip_;
}
/// called by a client to join the game \arg gamename
void InternetGaming::join_game(const std::string& gamename) {
if (!logged_in())
return;
SendPacket s;
s.string(IGPCMD_GAME_CONNECT);
s.string(gamename);
s.send(sock_);
gamename_ = gamename;
log("InternetGaming: Client tries to join a game with the name %s\n", gamename_.c_str());
state_ = IN_GAME;
// From now on we wait for a reply from the metaserver
waitcmd_ = IGPCMD_GAME_CONNECT;
waittimeout_ = time(nullptr) + INTERNET_GAMING_TIMEOUT;
}
/// called by a client to open a new game with name gamename_
void InternetGaming::open_game() {
if (!logged_in())
return;
SendPacket s;
s.string(IGPCMD_GAME_OPEN);
s.string(gamename_);
s.string("1024"); // Used to be maxclients, no longer used.
s.send(sock_);
log("InternetGaming: Client opened a game with the name %s.\n", gamename_.c_str());
state_ = IN_GAME;
// From now on we wait for a reply from the metaserver
waitcmd_ = IGPCMD_GAME_OPEN;
waittimeout_ = time(nullptr) + INTERNET_GAMING_TIMEOUT;
}
/// called by a client that is host of a game to inform the metaserver, that the game started
void InternetGaming::set_game_playing() {
if (!logged_in())
return;
SendPacket s;
s.string(IGPCMD_GAME_START);
s.send(sock_);
log("InternetGaming: Client announced the start of the game %s.\n", gamename_.c_str());
// From now on we wait for a reply from the metaserver
waitcmd_ = IGPCMD_GAME_START;
waittimeout_ = time(nullptr) + INTERNET_GAMING_TIMEOUT;
}
/// called by a client to inform the metaserver, that it left the game and is back in the lobby.
/// If this is called by the hosting client, this further informs the metaserver, that the game was
/// closed.
void InternetGaming::set_game_done() {
if (!logged_in())
return;
SendPacket s;
s.string(IGPCMD_GAME_DISCONNECT);
s.send(sock_);
gameip_ = "";
state_ = LOBBY;
log("InternetGaming: Client announced the disconnect from the game %s.\n", gamename_.c_str());
}
/// \returns whether the local gamelist was updated
/// \note this function resets gameupdate_. So if you call it, please really handle the output.
bool InternetGaming::update_for_games() {
bool temp = gameupdate_;
gameupdate_ = false;
return temp;
}
/// \returns the tables in the room, if no error occured, or nullptr in case of error
const std::vector<InternetGame>* InternetGaming::games() {
return error() ? nullptr : &gamelist_;
}
/// \returns whether the local clientlist_ was updated
/// \note this function resets clientupdate_. So if you call it, please really handle the output.
bool InternetGaming::update_for_clients() {
bool temp = clientupdate_;
clientupdate_ = false;
return temp;
}
/// \returns the players in the room, if no error occured, or nullptr in case of error
const std::vector<InternetClient>* InternetGaming::clients() {
return error() ? nullptr : &clientlist_;
}
/// ChatProvider: sends a message via the metaserver.
void InternetGaming::send(const std::string& msg) {
if (!logged_in()) {
format_and_add_chat(
"", "", true, _("Message could not be sent: You are not connected to the metaserver!"));
return;
}
SendPacket s;
s.string(IGPCMD_CHAT);
if (msg.size() && *msg.begin() == '@') {
// Format a personal message
std::string::size_type const space = msg.find(' ');
if (space >= msg.size() - 1) {
format_and_add_chat(
"", "", true,
_("Message could not be sent: Was this supposed to be a private message?"));
return;
}
s.string(msg.substr(space + 1)); // message
s.string(msg.substr(1, space - 1)); // recipient
format_and_add_chat(clientname_, msg.substr(1, space - 1), false, msg.substr(space + 1));
} else if (clientrights_ == INTERNET_CLIENT_SUPERUSER && msg.size() && *msg.begin() == '/') {
// This is either a /me command, a super user command, or well... just a chat message
// beginning
// with a "/" - let's see...
// Split up in "cmd" "arg"
std::string cmd, arg;
std::string temp = msg.substr(1); // cut off '/'
std::string::size_type const space = temp.find(' ');
if (space > temp.size())
// no argument
goto normal;
// get the cmd and the arg
cmd = temp.substr(0, space);
arg = temp.substr(space + 1);
if (cmd == "motd") {
SendPacket m;
m.string(IGPCMD_MOTD);
// Check whether motd is attached or should be loaded from a file
if (arg.size() > 1 && arg.at(0) == '%') {
// Seems we should load the motd from a file
temp = arg.substr(1); // cut of the "%"
if (g_fs->file_exists(temp) && !g_fs->is_directory(temp)) {
// Read in the file
FileRead fr;
fr.open(*g_fs, temp);
if (!fr.end_of_file()) {
arg = fr.read_line();
while (!fr.end_of_file()) {
arg += fr.read_line();
}
}
}
}
// send the request to change the motd
m.string(arg);
m.send(sock_);
return;
} else if (cmd == "announcement") {
// send the request to change the motd
SendPacket m;
m.string(IGPCMD_ANNOUNCEMENT);
m.string(arg);
m.send(sock_);
return;
} else
// let everything else pass
goto normal;
} else {
normal:
s.string(msg);
s.string("");
}
s.send(sock_);
}
/**
* \returns the boolean value of a string received from the metaserver.
* If conversion fails, it throws a \ref warning
*/
bool InternetGaming::str2bool(std::string str) {
if ((str != "true") && (str != "false"))
throw WLWarning(_("Conversion error"),
/** TRANSLATORS: Geeky message from the metaserver */
/** TRANSLATORS: This message is shown if %s isn't "true" or "false" */
_("Unable to determine truth value for \"%s\""), str.c_str());
return str == "true";
}
/// \returns a string containing the boolean value \arg b to be send to metaserver
std::string InternetGaming::bool2str(bool b) {
return b ? "true" : "false";
}
/// formates a chat message and adds it to the list of chat messages
void InternetGaming::format_and_add_chat(std::string from,
std::string to,
bool system,
std::string msg) {
ChatMessage c;
if (!system && from.empty()) {
std::string unkown_string = (boost::format("<%s>") % _("unknown")).str();
c.sender = unkown_string;
} else {
c.sender = from;
}
c.time = time(nullptr);
c.playern = system ? -1 : to.size() ? 3 : 7;
c.msg = msg;
c.recipient = to;
receive(c);
if (system && (state_ == IN_GAME)) {
// Save system chat messages seperately as well, so the nethost can import and show them in
// game;
c.msg = "METASERVER: " + msg;
ingame_system_chat_.push_back(c);
}
}
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