Example #1
0
File: debug.go Project: N1xx1/Helen
func DebugLobbyFill(so socketio.Socket) func(string) string {
	return chelpers.FilterRequest(so, debugLobbyFillFilter,
		func(param map[string]interface{}) string {
			id := param["id"].(uint)
			lobby, _ := models.GetLobbyById(id)
			var players []*models.Player

			for i := 1; i < int(lobby.Type)*2; i++ {
				steamid := "DEBUG" + strconv.FormatUint(uint64(time.Now().Unix()), 10) + strconv.Itoa(i)

				player, _ := models.NewPlayer(steamid)
				player.Debug = true
				player.Save()
				players = append(players, player)
				lobby.AddPlayer(player, i)
			}

			lobby.State = models.LobbyStateReadyingUp
			lobby.Save()
			room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobby.ID))
			broadcaster.SendMessageToRoom(room, "lobbyReadyUp", "")
			lobby.ReadyUpTimeoutCheck()
			bytes, _ := chelpers.BuildSuccessJSON(simplejson.New()).Encode()
			return string(bytes)

		})
}
Example #2
0
func (Chat) ChatSend(server *wsevent.Server, so *wsevent.Client, data []byte) []byte {
	reqerr := chelpers.FilterRequest(so, 0, true)

	if reqerr != nil {
		return reqerr.Encode()
	}
	var args struct {
		Message *string `json:"message"`
		Room    *int    `json:"room"`
	}

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

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

	//helpers.Logger.Debug("received chat message: %s %s", *args.Message, player.Name)

	if *args.Room > 0 {
		spec := player.IsSpectatingId(uint(*args.Room))
		//Check if player has either joined, or is spectating lobby
		lobbyId, tperr := player.GetLobbyId()

		if tperr != nil && !spec && lobbyId != uint(*args.Room) {
			return helpers.NewTPError("Player is not in the lobby.", 5).Encode()
		}
	} else {
		// else room is the lobby list room
		*args.Room, _ = strconv.Atoi(config.Constants.GlobalChatRoom)
	}
	if (*args.Message)[0] == '\n' {
		return helpers.NewTPError("Cannot send messages prefixed with newline", 4).Encode()
	}

	if len(*args.Message) > 120 {
		return helpers.NewTPError("Message too long", 4).Encode()
	}

	message := models.NewChatMessage(*args.Message, *args.Room, player)
	db.DB.Save(message)
	bytes, _ := json.Marshal(message)
	broadcaster.SendMessageToRoom(fmt.Sprintf("%s_public",
		chelpers.GetLobbyRoom(uint(*args.Room))),
		"chatReceive", string(bytes))

	if strings.HasPrefix(*args.Message, "!admin") {
		chelpers.SendToSlack(*args.Message, player.Name, player.SteamId)
	}

	return chelpers.EmptySuccessJS
}
Example #3
0
File: debug.go Project: N1xx1/Helen
func DebugRequestLobbyStart(so socketio.Socket) func(string) string {
	return chelpers.FilterRequest(so, debugRequestLobbyStartFilter,
		func(params map[string]interface{}) string {
			lobby, _ := models.GetLobbyById(params["id"].(uint))
			bytes, _ := models.DecorateLobbyConnectJSON(lobby).Encode()
			room := fmt.Sprintf("%s_private", chelpers.GetLobbyRoom(lobby.ID))
			broadcaster.SendMessageToRoom(room,
				"lobbyStart", string(bytes))

			bytes, _ = chelpers.BuildSuccessJSON(simplejson.New()).Encode()
			return string(bytes)
		})
}
Example #4
0
func PlayerReady(so socketio.Socket) func(string) string {
	return chelpers.FilterRequest(so, playerReadyFilter,
		func(_ map[string]interface{}) string {
			steamid := chelpers.GetSteamId(so.Id())
			player, tperr := models.GetPlayerBySteamId(steamid)
			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			lobbyid, tperr := player.GetLobbyId()
			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			lobby, tperr := models.GetLobbyById(lobbyid)
			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			if lobby.State != models.LobbyStateReadyingUp {
				bytes, _ := helpers.NewTPError("Lobby hasn't been filled up yet.", 4).ErrorJSON().Encode()
				return string(bytes)
			}

			helpers.LockRecord(lobby.ID, lobby)
			tperr = lobby.ReadyPlayer(player)
			defer helpers.UnlockRecord(lobby.ID, lobby)

			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			if lobby.IsEveryoneReady() {
				lobby.State = models.LobbyStateInProgress
				lobby.Save()
				bytes, _ := models.DecorateLobbyConnectJSON(lobby).Encode()
				room := fmt.Sprintf("%s_private",
					chelpers.GetLobbyRoom(lobby.ID))
				broadcaster.SendMessageToRoom(room,
					"lobbyStart", string(bytes))
				models.BroadcastLobbyList()
			}

			bytes, _ := chelpers.BuildSuccessJSON(simplejson.New()).Encode()
			return string(bytes)
		})
}
Example #5
0
File: chat.go Project: N1xx1/Helen
func ChatSend(so socketio.Socket) func(string) string {
	return chelpers.FilterRequest(so, chatSendFilter,
		func(params map[string]interface{}) string {
			message := params["message"].(string)
			room := params["room"].(int)

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

			helpers.Logger.Debug("received chat message: %s %s", message, player.Name)

			spec := player.IsSpectatingId(uint(room))
			//Check if player has either joined, or is spectating lobby
			lobbyId, tperr := player.GetLobbyId()
			if room > 0 {
				if tperr != nil && !spec && lobbyId != uint(room) {
					bytes, _ := chelpers.BuildFailureJSON("Player is not in the lobby.", 5).Encode()
					return string(bytes)
				}
			} else {
				// else room is the lobby list room
				room, _ = strconv.Atoi(config.Constants.GlobalChatRoom)
			}

			chatMessage := simplejson.New()
			// TODO send proper timestamps
			chatMessage.Set("timestamp", time.Now().Unix())
			chatMessage.Set("message", message)
			chatMessage.Set("room", room)

			chatMessage.Set("player", models.DecoratePlayerSummaryJson(player))
			bytes, _ := chatMessage.Encode()
			broadcaster.SendMessageToRoom(fmt.Sprintf("%s_public",
				chelpers.GetLobbyRoom(uint(room))),
				"chatReceive", string(bytes))

			resp, _ := chelpers.BuildSuccessJSON(simplejson.New()).Encode()

			chelpers.LogChat(uint(room), player.Name, player.SteamId, message)

			chelpers.AddScrollbackMessage(uint(room), string(bytes))
			return string(resp)
		})
}
Example #6
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
}
Example #7
0
func handleEvent(event map[string]interface{}) {
	switch event["name"] {
	case "playerDisc":
		slot := &models.LobbySlot{}
		lobbyid := event["lobbyId"].(uint)
		steamId := event["steamId"].(string)

		player, _ := models.GetPlayerBySteamId(steamId)

		db.DB.Where("player_id = ? AND lobby_id = ?", player.ID, lobbyid).First(slot)
		helpers.LockRecord(slot.ID, slot)
		slot.InGame = false
		db.DB.Save(slot)
		helpers.UnlockRecord(slot.ID, slot)
		room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobbyid))
		broadcaster.SendMessageToRoom(room,
			"sendNotification", fmt.Sprintf("%s has disconected from the server .",
				player.Name))
		go func() {
			t := time.After(time.Minute * 2)
			<-t
			lobby, _ := models.GetLobbyById(lobbyid)
			slot := &models.LobbySlot{}
			db.DB.Where("player_id = ? AND lobby_id = ?", player.ID, lobbyid).First(slot)
			if !slot.InGame {
				helpers.LockRecord(lobby.ID, lobby)
				defer helpers.UnlockRecord(lobby.ID, lobby)
				lobby.RemovePlayer(player)
				broadcaster.SendMessage(player.SteamId, "sendNotification",
					"You have been removed from the lobby.")
			}

		}()

	case "playerConn":
		slot := &models.LobbySlot{}
		lobbyid := event["lobbyId"].(uint)
		steamId := event["steamId"].(string)

		player, _ := models.GetPlayerBySteamId(steamId)
		err := db.DB.Where("player_id = ? AND lobby_id = ?", player.ID, lobbyid).First(slot).Error
		if err == nil { //else, player isn't in the lobby, will be kicked by Pauling
			helpers.LockRecord(slot.ID, slot)
			slot.InGame = true
			db.DB.Save(slot)
			helpers.UnlockRecord(slot.ID, slot)
		}

	case "playerRep":
		lobbyid := event["lobbyId"].(uint)
		steamId := event["steamId"].(string)

		player, _ := models.GetPlayerBySteamId(steamId)

		var slot *models.LobbySlot
		db.DB.Where("player_id = ? AND lobby_id = ?", player.ID, lobbyid).Find(slot)
		slot.NeedSub = true
		db.DB.Save(slot)
		room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobbyid))
		broadcaster.SendMessageToRoom(room,
			"sendNotification", fmt.Sprintf("%s has been reported.",
				player.Name))

	case "discFromServer":
		lobbyid := event["lobbyId"].(uint)

		lobby, _ := models.GetLobbyById(lobbyid)
		helpers.LockRecord(lobby.ID, lobby)
		lobby.Close(false)
		helpers.UnlockRecord(lobby.ID, lobby)
		room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobbyid))
		broadcaster.SendMessageToRoom(room,
			"sendNotification", "Disconnected from Server.")

	case "matchEnded":
		lobbyid := event["lobbyId"].(uint)

		lobby, _ := models.GetLobbyById(lobbyid)
		helpers.LockRecord(lobby.ID, lobby)
		lobby.UpdateStats()
		lobby.Close(false)
		helpers.UnlockRecord(lobby.ID, lobby)
		room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobbyid))
		broadcaster.SendMessageToRoom(room,
			"sendNotification", "Lobby Ended.")

	case "getServers":
		var lobbies []*models.Lobby
		var activeStates = []models.LobbyState{models.LobbyStateWaiting, models.LobbyStateInProgress}
		db.DB.Model(&models.Lobby{}).Where("state IN (?)", activeStates).Find(&lobbies)
		for _, lobby := range lobbies {
			info := models.ServerBootstrap{
				LobbyId: lobby.ID,
				Info:    lobby.ServerInfo,
			}
			for _, player := range lobby.BannedPlayers {
				info.BannedPlayers = append(info.BannedPlayers, player.SteamId)
			}
			for _, slot := range lobby.Slots {
				var player *models.Player
				db.DB.Find(player, slot.PlayerId)
				info.Players = append(info.Players, player.SteamId)
			}
			models.Pauling.Call("Pauling.SetupVerifier", &info, &struct{}{})
		}
	}
}
Example #8
0
func eventListener(eventChanMap map[string](chan map[string]interface{})) {
	for {
		select {
		case event := <-eventChanMap["playerDisc"]:
			lobbyid := event["lobbyId"].(uint)
			steamId := event["steamId"].(string)

			player, _ := models.GetPlayerBySteamId(steamId)
			lobby, _ := models.GetLobbyById(lobbyid)

			lobby.SetNotInGame(player)

			helpers.Logger.Debug("#%d, player %s<%s> disconnected",
				lobby.ID, player.Name, player.SteamId)

			room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobbyid))
			broadcaster.SendMessageToRoom(room,
				"sendNotification",
				fmt.Sprintf(`{"notification": "%s has disconected from the server."}`,
					player.Name))
			t := time.After(time.Minute * 2)
			go func() {
				<-t
				lobby, _ := models.GetLobbyById(lobbyid)
				ingame, err := lobby.IsPlayerInGame(player)
				if err != nil {
					helpers.Logger.Error(err.Error())
				}
				if !ingame {
					sub, _ := models.NewSub(lobby.ID, player.SteamId)
					db.DB.Save(sub)
					models.BroadcastSubList()
					lobby.RemovePlayer(player)
				}

			}()

		case event := <-eventChanMap["playerConn"]:
			lobbyid := event["lobbyId"].(uint)
			steamId := event["steamId"].(string)

			player, _ := models.GetPlayerBySteamId(steamId)
			lobby, _ := models.GetLobbyById(lobbyid)

			lobby.SetInGame(player)

		case event := <-eventChanMap["playerSub"]:
			lobbyid := event["lobbyId"].(uint)
			steamId := event["steamId"].(string)

			sub, err := models.NewSub(lobbyid, steamId)
			if err != nil {
				helpers.Logger.Error(err.Error())
				continue
			}
			db.DB.Save(sub)

			models.BroadcastSubList()

			player, _ := models.GetPlayerBySteamId(steamId)
			room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobbyid))
			broadcaster.SendMessageToRoom(room,
				"sendNotification",
				fmt.Sprintf(`{"notification": "%s has been reported."}`,
					player.Name))

			//helpers.Logger.Debug("#%d: Reported player %s<%s>",
			//	lobbyid, player.Name, player.SteamId)

		case event := <-eventChanMap["discFromServer"]:
			lobbyid := event["lobbyId"].(uint)

			lobby, _ := models.GetLobbyByIdServer(lobbyid)

			helpers.Logger.Debug("#%d: Lost connection to %s", lobby.ID, lobby.ServerInfo.Host)

			lobby.Close(false)
			room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobbyid))
			broadcaster.SendMessageToRoom(room,
				"sendNotification", `{"notification": "Lobby Closed (Connection to server lost)."}`)

		case event := <-eventChanMap["matchEnded"]:
			lobbyid := event["lobbyId"].(uint)

			lobby, _ := models.GetLobbyByIdServer(lobbyid)

			helpers.Logger.Debug("#%d: Match Ended", lobbyid)

			lobby.UpdateStats()
			lobby.Close(false)
			room := fmt.Sprintf("%s_public", chelpers.GetLobbyRoom(lobbyid))
			broadcaster.SendMessageToRoom(room,
				"sendNotification", `{"notification": ""Lobby Ended."}`)

		case <-eventChanMap["getServers"]:
			var lobbies []*models.Lobby
			var activeStates = []models.LobbyState{models.LobbyStateWaiting, models.LobbyStateInProgress}
			db.DB.Preload("ServerInfo").Model(&models.Lobby{}).Where("state IN (?)", activeStates).Find(&lobbies)
			for _, lobby := range lobbies {
				info := models.ServerBootstrap{
					LobbyId: lobby.ID,
					Info:    lobby.ServerInfo,
				}
				for _, player := range lobby.BannedPlayers {
					info.BannedPlayers = append(info.BannedPlayers, player.SteamId)
				}
				for _, slot := range lobby.Slots {
					var player = &models.Player{}
					db.DB.Find(player, slot.PlayerId)
					info.Players = append(info.Players, player.SteamId)
				}
				models.Pauling.Call("Pauling.SetupVerifier", &info, &struct{}{})
			}
		}
	}
}
Example #9
0
func LobbyJoin(so socketio.Socket) func(string) string {
	return chelpers.FilterRequest(so, lobbyJoinFilters,
		func(params map[string]interface{}) string {
			player, tperr := models.GetPlayerBySteamId(chelpers.GetSteamId(so.Id()))

			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			lobbyid := params["id"].(uint)
			classString := params["class"].(string)
			teamString := params["team"].(string)

			lob, tperr := models.GetLobbyById(uint(lobbyid))
			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

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

			slot, tperr := models.LobbyGetPlayerSlot(lob.Type, teamString, classString)
			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

			helpers.LockRecord(lob.ID, lob)
			defer helpers.UnlockRecord(lob.ID, lob)
			tperr = lob.AddPlayer(player, slot)

			if tperr != nil {
				bytes, _ := tperr.ErrorJSON().Encode()
				return string(bytes)
			}

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

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

			models.BroadcastLobbyToUser(lob, player.SteamId)
			bytes, _ := chelpers.BuildSuccessJSON(simplejson.New()).Encode()
			return string(bytes)
		})
}