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gameserver.h
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gameserver.h
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// The MIT License (MIT)
//
// Copyright (c) 2015 Jocelyn Turcotte
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#ifndef GAMESERVER_H
#define GAMESERVER_H
#include <QByteArray>
#include <QHash>
#include <QObject>
#include <QThread>
#include <memory>
#include <qqml.h>
#include "httpserver.h"
QT_FORWARD_DECLARE_CLASS(QTcpSocket)
QT_FORWARD_DECLARE_CLASS(QNetworkRequest)
QT_FORWARD_DECLARE_CLASS(QWebSocketServer)
QT_FORWARD_DECLARE_CLASS(QWebSocket)
class PlayerModel : public QObject {
Q_OBJECT
Q_PROPERTY(QString name MEMBER name NOTIFY nameChanged FINAL)
public:
QWebSocket *socket;
QString name;
PlayerModel(QWebSocket *socket) : socket(socket) { }
signals:
void nameChanged();
void touchStart();
void touchMove(const QVariant &x, const QVariant &y, const QVariant &time);
void touchEnd();
void vibrate(int milliseconds);
};
class GameServer : public QThread {
Q_OBJECT
public:
GameServer(quint16 port, QObject *parent = nullptr);
~GameServer();
protected:
void run() override;
signals:
void playerConnected(const QVariant &player);
void playerDisconnected(const QVariant &player);
private:
quint16 m_port;
};
class PlayerInfoDb {
public:
PlayerInfoDb();
QJsonObject playerInfo(const QByteArray &playerId) const;
void setPlayerInfo(const QByteArray &playerId, const QJsonObject &data);
private:
void load();
void save() const;
QHash<QByteArray, QJsonObject> m_infoMap;
};
class GameServerImpl : public QObject {
Q_OBJECT
public:
GameServerImpl(GameServer *pub, quint16 port);
~GameServerImpl();
private slots:
void onNewConnection();
void processMessage(const QString &message);
void socketDisconnected();
void onPlayerVibrate(int milliseconds);
void handleNormalHttpRequest(const QByteArray &method, const QNetworkRequest &request, const QByteArray &body, QTcpSocket *connection);
private:
GameServer *m_pub;
std::unique_ptr<HttpServer> m_httpServer;
std::unique_ptr<QWebSocketServer> m_wsServer;
QHash<QWebSocket *, PlayerModel *> m_socketPlayerMap;
PlayerInfoDb m_playerInfoDb;
};
QML_DECLARE_TYPE(PlayerModel)
#endif //GAMESERVER_H