Error messages are shown when joining a network game fails. Still need to handle players which left and kicking players.

This commit is contained in:
lotodore
2007-04-28 13:07:06 +00:00
parent e0bc14282f
commit da2939a7a8
12 changed files with 410 additions and 272 deletions
+83 -63
View File
@@ -23,8 +23,8 @@
#include <net/senderthread.h>
#include <net/netpacket.h>
#include <net/socket_msg.h>
#include <core/rand.h>
#include <gamedata.h>
#include <algorithm>
using namespace std;
@@ -56,13 +56,20 @@ ServerRecvStateInit::~ServerRecvStateInit()
void
ServerRecvStateInit::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
boost::shared_ptr<SessionData> sessionData(new SessionData);
// Create a random session id.
// This id can be used to reconnect to the server if the connection was lost.
unsigned sessionId;
RandomBytes((unsigned char *)&sessionId, sizeof(sessionId)); // TODO: check for collisions.
// Create a new session.
boost::shared_ptr<SessionData> sessionData(new SessionData(sessionId));
server.AddSession(connData, sessionData);
}
int
ServerRecvStateInit::Process(ServerRecvThread &server)
{
int retVal = MSG_SOCK_INIT_DONE;
SOCKET recvSock = server.Select();
if (recvSock != INVALID_SOCKET)
@@ -73,73 +80,86 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
// Ignore if no session / no packet.
if (packet.get() && session.get())
{
if (session->GetState() == SessionData::Init)
// Session should be in initial state.
if (session->GetState() != SessionData::Init)
{
// Only accept join game packets.
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (tmpPacket)
{
NetPacketJoinGame::Data joinGameData;
tmpPacket->GetData(joinGameData);
// Check the server password.
if (server.CheckPassword(joinGameData.password))
{
PlayerDataList &playerDataList = server.GetPlayerDataList();
// Check whether this player is already connected.
PlayerDataList::const_iterator player_i = playerDataList.begin();
PlayerDataList::const_iterator player_end = playerDataList.end();
while (player_i != player_end)
{
if ((*player_i)->GetName() == joinGameData.playerName)
break;
++player_i;
}
if (player_i == player_end)
{
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetPlayerType(joinGameData.ptype);
// Signal joining player to GUI.
server.GetCallback().SignalNetServerPlayerJoined(tmpPlayerData->GetName());
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
joinGameAckData.playerNumber = playerDataList.size();
joinGameAckData.sessionId = session->GetId(); // TODO: currently unused.
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(answer, recvSock);
session->SetState(SessionData::Established);
// Store player data in list.
playerDataList.push_back(tmpPlayerData);
}
else
{
// TODO send error message, duplicate name
}
}
else
{
// TODO send error message, invalid password
}
}
else
{
// TODO send error message, invalid packet
}
server.SendError(ERR_SOCK_INVALID_STATE, recvSock);
return retVal;
}
else
// Only accept join game packets.
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (!tmpPacket)
{
// TODO send error message, invalid state
server.SendError(ERR_SOCK_INVALID_PACKET, recvSock);
return retVal;
}
NetPacketJoinGame::Data joinGameData;
tmpPacket->GetData(joinGameData);
// Check the protocol version.
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
server.SendError(ERR_NET_VERSION_NOT_SUPPORTED, recvSock);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
server.SendError(ERR_NET_INVALID_PASSWORD, recvSock);
return retVal;
}
PlayerDataList &playerDataList = server.GetPlayerDataList();
// Check the number of players.
if (playerDataList.size() >= (size_t)server.GetGameData().numberOfPlayers)
{
server.SendError(ERR_NET_SERVER_FULL, recvSock);
return retVal;
}
// Check whether this player is already connected.
PlayerDataList::const_iterator player_i = playerDataList.begin();
PlayerDataList::const_iterator player_end = playerDataList.end();
while (player_i != player_end)
{
if ((*player_i)->GetName() == joinGameData.playerName)
break;
++player_i;
}
if (player_i != player_end)
{
server.SendError(ERR_NET_PLAYER_NAME_IN_USE, recvSock);
return retVal;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetPlayerType(joinGameData.ptype);
// Signal joining player to GUI.
server.GetCallback().SignalNetServerPlayerJoined(tmpPlayerData->GetName());
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
joinGameAckData.playerNumber = playerDataList.size();
joinGameAckData.sessionId = session->GetId(); // TODO: currently unused.
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(answer, recvSock);
session->SetState(SessionData::Established);
// Store player data in list.
playerDataList.push_back(tmpPlayerData);
}
}
return MSG_SOCK_INIT_DONE;
return retVal;
}
//-----------------------------------------------------------------------------