Beispiel #1
0
func (Lobby) LobbySpectatorJoin(server *wsevent.Server, so *wsevent.Client, data []byte) []byte {
	reqerr := chelpers.FilterRequest(so, authority.AuthAction(0), true)

	if reqerr != nil {
		bytes, _ := json.Marshal(reqerr)
		return bytes
	}

	var args struct {
		Id *uint `json:"id"`
	}

	if err := chelpers.GetParams(data, &args); err != nil {
		return helpers.NewTPErrorFromError(err).Encode()
	}

	var lob *models.Lobby
	lob, tperr := models.GetLobbyById(*args.Id)

	if tperr != nil {
		return tperr.Encode()
	}

	player, tperr := models.GetPlayerBySteamId(chelpers.GetSteamId(so.Id()))
	if tperr != nil {
		return tperr.Encode()
	}

	var specSameLobby bool

	arr, tperr := player.GetSpectatingIds()
	if len(arr) != 0 {
		for _, id := range arr {
			if id == *args.Id {
				specSameLobby = true
				continue
			}

			lobby, _ := models.GetLobbyById(id)
			lobby.RemoveSpectator(player, true)

			server.RemoveClient(so.Id(), fmt.Sprintf("%d_public", id))
		}
	}

	// If the player is already in the lobby (either joined a slot or is spectating), don't add them.
	// Just Broadcast the lobby to them, so the frontend displays it.
	if id, _ := player.GetLobbyId(); id != *args.Id && !specSameLobby {
		tperr = lob.AddSpectator(player)

		if tperr != nil {
			return tperr.Encode()
		}

		chelpers.AfterLobbySpec(server, so, lob)
	}

	models.BroadcastLobbyToUser(lob, player.SteamId)
	return chelpers.EmptySuccessJS
}
Beispiel #2
0
func AfterLobbyJoin(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby, player *models.Player) {
	room := fmt.Sprintf("%s_private", GetLobbyRoom(lobby.ID))
	server.AddClient(so, room)

	bytes, _ := json.Marshal(models.DecorateLobbyData(lobby, false))
	broadcaster.SendMessage(player.SteamId, "lobbyJoined", string(bytes))
}
Beispiel #3
0
func SetupHTTPRoutes(server *wsevent.Server, noauth *wsevent.Server) {
	http.HandleFunc("/", controllers.MainHandler)
	http.HandleFunc("/openidcallback", controllers.LoginCallbackHandler)
	http.HandleFunc("/startLogin", controllers.LoginHandler)
	http.HandleFunc("/logout", controllers.LogoutHandler)
	if config.Constants.MockupAuth {
		http.HandleFunc("/startMockLogin/", controllers.MockLoginHandler)
	}
	http.HandleFunc("/websocket/", func(w http.ResponseWriter, r *http.Request) {
		if config.Constants.SteamIDWhitelist != "" {
			session, err := chelpers.GetSessionHTTP(r)

			allowed := true

			if err == nil {
				steamid, ok := session.Values["steam_id"]
				if !ok {
					allowed = false
				} else if !chelpers.IsSteamIDWhitelisted(steamid.(string)) {
					allowed = false
				}
			} else {
				allowed = false
			}
			if !allowed {
				http.Error(w, "Sorry, but you're not in the closed alpha", 403)
				return
			}
		}

		session, err := chelpers.GetSessionHTTP(r)
		var so *wsevent.Client

		if err == nil {
			_, ok := session.Values["steam_id"]
			if ok {
				so, err = server.NewClient(upgrader, w, r)
			} else {
				so, err = noauth.NewClient(upgrader, w, r)
			}
		} else {
			var estr = "Couldn't create WebSocket connection."
			//estr = err.Error()

			http.Error(w, estr, 500)
			return
		}

		if err != nil || so == nil {
			controllers.LogoutSession(w, r)
			return
		}

		//helpers.Logger.Debug("Connected to Socket")
		err = socket.SocketInit(server, noauth, so)
		if err != nil {
			controllers.LogoutSession(w, r)
		}
	})
}
Beispiel #4
0
func (Global) GetSocketInfo(server *wsevent.Server, so *wsevent.Client, data []byte) []byte {
	socketinfo := struct {
		ID    string   `json:"id"`
		Rooms []string `json:"rooms"`
	}{so.Id(), server.RoomsJoined(so.Id())}

	bytes, _ := json.Marshal(socketinfo)
	return bytes
}
Beispiel #5
0
func AfterLobbyLeave(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby, player *models.Player) {
	//pub := fmt.Sprintf("%s_public", GetLobbyRoom(lobby.ID))

	// bytes, _ := json.Marshal(models.DecorateLobbyData(lobby, true))
	// broadcaster.SendMessageToRoom(pub, "lobbyData", string(bytes))

	bytes, _ := json.Marshal(models.DecorateLobbyLeave(lobby))
	broadcaster.SendMessage(player.SteamId, "lobbyLeft", string(bytes))

	server.RemoveClient(so.Id(), fmt.Sprintf("%s_private", GetLobbyRoom(lobby.ID)))
}
Beispiel #6
0
func AfterLobbySpec(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby) {
	//remove socket from room of the previous lobby the socket was spectating (if any)
	lobbyID, ok := sessions.GetSpectating(so.ID)
	if ok {
		server.RemoveClient(so, fmt.Sprintf("%d_public", lobbyID))
		sessions.RemoveSpectator(so.ID)
	}

	server.AddClient(so, fmt.Sprintf("%s_public", GetLobbyRoom(lobby.ID)))
	chelpers.BroadcastScrollback(so, lobby.ID)
	sessions.SetSpectator(so.ID, lobby.ID)
}
Beispiel #7
0
func AfterConnect(server *wsevent.Server, so *wsevent.Client) {
	server.AddClient(so, fmt.Sprintf("%s_public", config.GlobalChatRoom)) //room for global chat

	var lobbies []models.Lobby
	err := db.DB.Where("state = ?", models.LobbyStateWaiting).Order("id desc").Find(&lobbies).Error
	if err != nil {
		logrus.Error(err)
		return
	}

	so.EmitJSON(helpers.NewRequest("lobbyListData", models.DecorateLobbyListData(lobbies)))
	chelpers.BroadcastScrollback(so, 0)
	so.EmitJSON(helpers.NewRequest("subListData", models.DecorateSubstituteList()))
}
Beispiel #8
0
func AfterLobbySpec(server *wsevent.Server, so *wsevent.Client, player *player.Player, lob *lobby.Lobby) {
	//remove socket from room of the previous lobby the socket was spectating (if any)
	lobbyID, ok := sessions.GetSpectating(so.ID)
	if ok {
		server.Leave(so, fmt.Sprintf("%d_public", lobbyID))
		sessions.RemoveSpectator(so.ID)
		if player != nil {
			prevLobby, _ := lobby.GetLobbyByID(lobbyID)
			prevLobby.RemoveSpectator(player, true)
		}
	}

	server.Join(so, fmt.Sprintf("%d_public", lob.ID))
	chelpers.BroadcastScrollback(so, lob.ID)
	sessions.SetSpectator(so.ID, lob.ID)
}
Beispiel #9
0
func AfterConnect(server *wsevent.Server, so *wsevent.Client) {
	server.AddClient(so, fmt.Sprintf("%s_public", config.Constants.GlobalChatRoom)) //room for global chat

	var lobbies []models.Lobby
	err := db.DB.Where("state = ?", models.LobbyStateWaiting).Order("id desc").Find(&lobbies).Error
	if err != nil {
		helpers.Logger.Critical("%s", err.Error())
		return
	}

	bytes, _ := json.Marshal(models.DecorateLobbyListData(lobbies))
	if err != nil {
		helpers.Logger.Critical("Failed to send lobby list: %s", err.Error())
		return
	}

	so.EmitJSON(helpers.NewRequest("lobbyListData", string(bytes)))
	BroadcastScrollback(so, 0)
	bytes, _ = json.Marshal(helpers.NewRequestFromObj("subListData", models.GetSubList()))
	so.EmitJSON(helpers.NewRequest("subListData", string(bytes)))
}
Beispiel #10
0
func (Lobby) LobbyJoin(server *wsevent.Server, so *wsevent.Client, data []byte) []byte {
	reqerr := chelpers.FilterRequest(so, authority.AuthAction(0), true)

	if reqerr != nil {
		return reqerr.Encode()

	}

	var args struct {
		Id    *uint   `json:"id"`
		Class *string `json:"class"`
		Team  *string `json:"team" valid:"red,blu"`
	}

	if err := chelpers.GetParams(data, &args); err != nil {
		return helpers.NewTPErrorFromError(err).Encode()
	}
	//helpers.Logger.Debug("id %d class %s team %s", *args.Id, *args.Class, *args.Team)

	player, tperr := models.GetPlayerBySteamId(chelpers.GetSteamId(so.Id()))

	if tperr != nil {
		return tperr.Encode()
	}

	lob, tperr := models.GetLobbyById(*args.Id)
	if tperr != nil {
		return tperr.Encode()
	}

	if lob.State == models.LobbyStateEnded {
		return helpers.NewTPError("Cannot join a closed lobby.", -1).Encode()

	}

	//Check if player is in the same lobby
	var sameLobby bool
	if id, err := player.GetLobbyId(); err == nil && id == *args.Id {
		sameLobby = true
	}

	slot, tperr := models.LobbyGetPlayerSlot(lob.Type, *args.Team, *args.Class)
	if tperr != nil {
		return tperr.Encode()

	}

	if prevId, err := player.GetLobbyId(); err != nil {
		server.RemoveClient(so.Id(), fmt.Sprintf("%d_public", prevId))
		server.RemoveClient(so.Id(), fmt.Sprintf("%d_private", prevId))
	}

	tperr = lob.AddPlayer(player, slot, *args.Team, *args.Class)

	if tperr != nil {
		return tperr.Encode()
	}

	if !sameLobby {
		chelpers.AfterLobbyJoin(server, so, lob, player)
	}

	if lob.IsFull() {
		lob.State = models.LobbyStateReadyingUp
		lob.ReadyUpTimestamp = time.Now().Unix() + 30
		lob.Save()

		tick := time.After(time.Second * 30)
		id := lob.ID
		stop := make(chan struct{})

		go func() {
			select {
			case <-tick:
				lobby := &models.Lobby{}
				db.DB.First(lobby, id)

				if lobby.State != models.LobbyStateInProgress {
					err := lobby.RemoveUnreadyPlayers()
					if err != nil {
						helpers.Logger.Error("RemoveUnreadyPlayers: ", err.Error())
						err = nil
					}

					err = lobby.UnreadyAllPlayers()
					if err != nil {
						helpers.Logger.Error("UnreadyAllPlayers: ", err.Error())
					}

					lobby.State = models.LobbyStateWaiting
					lobby.Save()
				}

			case <-stop:
				return
			}
		}()

		room := fmt.Sprintf("%s_private",
			chelpers.GetLobbyRoom(lob.ID))
		broadcaster.SendMessageToRoom(room, "lobbyReadyUp",
			`{"timeout":30}`)
		models.BroadcastLobbyList()
	}

	err := models.AllowPlayer(*args.Id, player.SteamId, *args.Team+*args.Class)
	if err != nil {
		helpers.Logger.Error(err.Error())
	}

	if lob.State == models.LobbyStateInProgress {
		bytes, _ := json.Marshal(models.DecorateLobbyConnect(lob, player.Name, *args.Class))
		broadcaster.SendMessage(player.SteamId, "lobbyStart", string(bytes))
	}

	return chelpers.EmptySuccessJS
}
Beispiel #11
0
func AfterLobbySpecLeave(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby) {
	server.RemoveClient(so.Id(), fmt.Sprintf("%s_public", GetLobbyRoom(lobby.ID)))
}
Beispiel #12
0
func AfterLobbySpec(server *wsevent.Server, so *wsevent.Client, lobby *models.Lobby) {
	server.AddClient(so, fmt.Sprintf("%s_public", GetLobbyRoom(lobby.ID)))
	BroadcastScrollback(so, lobby.ID)
}
Beispiel #13
0
func ServerInit(server *wsevent.Server, noAuthServer *wsevent.Server) {
	server.OnDisconnect = onDisconnect
	server.Extractor = getEvent

	noAuthServer.OnDisconnect = onDisconnect
	noAuthServer.Extractor = getEvent

	server.On("authenticationTest", func(server *wsevent.Server, so *wsevent.Client, data []byte) []byte {
		reqerr := chelpers.FilterRequest(so, 0, true)

		if reqerr != nil {
			bytes, _ := json.Marshal(reqerr)
			return bytes
		}

		bytes, _ := json.Marshal(struct {
			Message string `json:"message"`
		}{"authenticated"})
		return bytes
	})
	//Global Handlers
	server.Register(handler.Global{})
	//Lobby Handlers
	server.Register(handler.Lobby{})
	//server.On("lobbyCreate", handler.LobbyCreate)
	//Player Handlers
	server.Register(handler.Player{})
	//Chat Handlers
	server.Register(handler.Chat{})
	//Admin Handlers
	server.Register(handler.Admin{})
	//Debugging handlers
	// if config.Constants.ServerMockUp {
	// 	server.On("debugLobbyFill", handler.DebugLobbyFill)
	// 	server.On("debugLobbyReady", handler.DebugLobbyReady)
	// 	server.On("debugUpdateStatsFilter", handler.DebugUpdateStatsFilter)
	// 	server.On("debugPlayerSub", handler.DebugPlayerSub)
	// }

	noAuthServer.On("lobbySpectatorJoin", func(s *wsevent.Server, so *wsevent.Client, data []byte) []byte {
		var args struct {
			Id *uint `json:"id"`
		}

		if err := chelpers.GetParams(data, &args); err != nil {
			return helpers.NewTPErrorFromError(err).Encode()
		}

		var lob *models.Lobby
		lob, tperr := models.GetLobbyById(*args.Id)

		if tperr != nil {
			return tperr.Encode()
		}

		chelpers.AfterLobbySpec(s, so, lob)
		bytes, _ := json.Marshal(models.DecorateLobbyData(lob, true))

		so.EmitJSON(helpers.NewRequest("lobbyData", string(bytes)))

		return chelpers.EmptySuccessJS
	})
	noAuthServer.On("getSocketInfo", (handler.Global{}).GetSocketInfo)

	noAuthServer.DefaultHandler = func(_ *wsevent.Server, so *wsevent.Client, data []byte) []byte {
		return helpers.NewTPError("Player isn't logged in.", -4).Encode()
	}
}