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)) }
//Not really broadcast, since it sends each client a different LobbyStart JSON func BroadcastLobbyStart(lob *lobby.Lobby) { for _, slot := range lob.GetAllSlots() { player, _ := player.GetPlayerByID(slot.PlayerID) connectInfo := lobby.DecorateLobbyConnect(lob, player, slot.Slot) broadcaster.SendMessage(player.SteamID, "lobbyStart", connectInfo) } }
func AfterLobbyLeave(lobby *models.Lobby, player *models.Player) { broadcaster.SendMessage(player.SteamID, "lobbyLeft", models.DecorateLobbyLeave(lobby)) sockets, _ := sessions.GetSockets(player.SteamID) //player might have connected from multiple tabs, remove all of them from the room for _, so := range sockets { socket.AuthServer.RemoveClient(so, fmt.Sprintf("%s_private", GetLobbyRoom(lobby.ID))) } }
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))) }
func AfterLobbyJoin(so *wsevent.Client, lobby *models.Lobby, player *models.Player) { room := fmt.Sprintf("%s_private", GetLobbyRoom(lobby.ID)) //make all sockets join the private room, given the one the player joined the lobby on //might close, so lobbyStart and lobbyReadyUp can be sent to other tabs sockets, _ := sessions.GetSockets(player.SteamID) for _, so := range sockets { socket.AuthServer.AddClient(so, room) } broadcaster.SendMessage(player.SteamID, "lobbyJoined", models.DecorateLobbyData(lobby, false)) }
//Not really broadcast, since it sends each client a different LobbyStart JSON func BroadcastLobbyStart(lobby *models.Lobby) { var slots []*models.LobbySlot db.DB.Table("lobby_slots").Where("lobby_id = ?", lobby.ID).Find(&slots) for _, slot := range slots { var player models.Player db.DB.First(&player, slot.PlayerId) bytes, _ := json.Marshal(models.DecorateLobbyConnect(lobby, player.Name, slot.Class)) broadcaster.SendMessage(player.SteamId, "lobbyStart", string(bytes)) } }
//Not really broadcast, since it sends each client a different LobbyStart JSON func BroadcastLobbyStart(lobby *models.Lobby) { var slots []*models.LobbySlot db.DB.Table("lobby_slots").Where("lobby_id = ?", lobby.ID).Find(&slots) for _, slot := range slots { var player models.Player db.DB.First(&player, slot.PlayerID) connectInfo := models.DecorateLobbyConnect(lobby, player.Name, slot.Slot) broadcaster.SendMessage(player.SteamID, "lobbyStart", connectInfo) } }
func AfterConnectLoggedIn(so *wsevent.Client, player *models.Player) { if time.Since(player.UpdatedAt) >= time.Hour*1 { player.UpdatePlayerInfo() player.Save() } lobbyID, err := player.GetLobbyID(false) if err == nil { lobby, _ := models.GetLobbyByIDServer(lobbyID) AfterLobbyJoin(so, lobby, player) AfterLobbySpec(socket.AuthServer, so, lobby) models.BroadcastLobbyToUser(lobby, chelpers.GetSteamId(so.ID)) slot := &models.LobbySlot{} err := db.DB.Where("lobby_id = ? AND player_id = ?", lobby.ID, player.ID).First(slot).Error if err == nil { if lobby.State == models.LobbyStateInProgress { broadcaster.SendMessage(player.SteamID, "lobbyStart", models.DecorateLobbyConnect(lobby, player.Name, slot.Slot)) } else if lobby.State == models.LobbyStateReadyingUp && !slot.Ready { data := struct { Timeout int64 `json:"timeout"` }{lobby.ReadyUpTimeLeft()} broadcaster.SendMessage(player.SteamID, "lobbyReadyUp", data) } } } settings, err2 := player.GetSettings() if err2 == nil { broadcaster.SendMessage(player.SteamID, "playerSettings", models.DecoratePlayerSettingsJson(settings)) } profilePlayer, err3 := models.GetPlayerWithStats(player.SteamID) if err3 == nil { broadcaster.SendMessage(player.SteamID, "playerProfile", models.DecoratePlayerProfileJson(profilePlayer)) } }
func AfterConnectLoggedIn(server *wsevent.Server, so *wsevent.Client, player *models.Player) { lobbyIdPlaying, err := player.GetLobbyId() if err == nil { lobby, _ := models.GetLobbyByIdServer(lobbyIdPlaying) AfterLobbyJoin(server, so, lobby, player) AfterLobbySpec(server, so, lobby) models.BroadcastLobbyToUser(lobby, GetSteamId(so.Id())) slot := &models.LobbySlot{} err := db.DB.Where("lobby_id = ? AND player_id = ?", lobby.ID, player.ID).First(slot).Error if err == nil { if lobby.State == models.LobbyStateInProgress && !models.IsPlayerInServer(player.SteamId) { bytes, _ := json.Marshal(models.DecorateLobbyConnect(lobby, player.Name, slot.Class)) broadcaster.SendMessage(player.SteamId, "lobbyStart", string(bytes)) } else if lobby.State == models.LobbyStateReadyingUp && !slot.Ready { data := struct { Timeout int64 `json:"timeout"` }{lobby.ReadyUpTimeLeft()} bytes, _ := json.Marshal(data) broadcaster.SendMessage(player.SteamId, "lobbyReadyUp", string(bytes)) } } } settings, err2 := player.GetSettings() if err2 == nil { bytes, _ := json.Marshal(models.DecoratePlayerSettingsJson(settings)) broadcaster.SendMessage(player.SteamId, "playerSettings", string(bytes)) } profilePlayer, err3 := models.GetPlayerWithStats(player.SteamId) if err3 == nil { bytes, _ := json.Marshal(models.DecoratePlayerProfileJson(profilePlayer)) broadcaster.SendMessage(player.SteamId, "playerProfile", string(bytes)) } }
func AfterConnectLoggedIn(so socketio.Socket, player *models.Player) { lobbyIdPlaying, err := player.GetLobbyId() if err == nil { lobby, _ := models.GetLobbyById(lobbyIdPlaying) AfterLobbyJoin(so, lobby, player) AfterLobbySpec(so, lobby) models.BroadcastLobbyToUser(lobby, GetSteamId(so.Id())) slot := &models.LobbySlot{} err := db.DB.Where("lobby_id = ? AND player_id = ?", lobby.ID, player.ID).First(slot).Error if err == nil { if lobby.State == models.LobbyStateInProgress && !slot.InGame { bytes, _ := models.DecorateLobbyConnectJSON(lobby).Encode() broadcaster.SendMessage(player.SteamId, "lobbyStart", string(bytes)) } else if lobby.State == models.LobbyStateReadyingUp && !slot.Ready { left := simplejson.New() left.Set("timeout", lobby.ReadyUpTimeLeft()) bytes, _ := left.Encode() broadcaster.SendMessage(player.SteamId, "lobbyReadyUp", string(bytes)) } } } settings, err2 := player.GetSettings() if err2 == nil { json := models.DecoratePlayerSettingsJson(settings) bytes, _ := json.Encode() broadcaster.SendMessage(player.SteamId, "playerSettings", string(bytes)) } profilePlayer, err3 := models.GetPlayerWithStats(player.SteamId) if err3 == nil { json := models.DecoratePlayerProfileJson(profilePlayer) bytes, _ := json.Encode() broadcaster.SendMessage(player.SteamId, "playerProfile", string(bytes)) } }
func AfterLobbyLeave(lob *lobby.Lobby, player *player.Player, kicked bool, notReady bool) { event := lobby.LobbyEvent{ ID: lob.ID, Kicked: kicked, NotReady: notReady, } broadcaster.SendMessage(player.SteamID, "lobbyLeft", event) sockets, _ := sessions.GetSockets(player.SteamID) //player might have connected from multiple tabs, remove all of them from the room for _, so := range sockets { socket.AuthServer.Leave(so, fmt.Sprintf("%s_private", GetLobbyRoom(lob.ID))) } }
func AfterLobbyJoin(so *wsevent.Client, lob *lobby.Lobby, player *player.Player) { room := fmt.Sprintf("%s_private", GetLobbyRoom(lob.ID)) //make all sockets join the private room, given the one the player joined the lobby on //might close, so lobbyStart and lobbyReadyUp can be sent to other tabs sockets, _ := sessions.GetSockets(player.SteamID) for _, so := range sockets { socket.AuthServer.Join(so, room) } if lob.State == lobby.InProgress { // player is a substitute lob.AfterPlayerNotInGameFunc(player, 5*time.Minute, func() { // if player doesn't join game server in 5 minutes, // substitute them message := player.Alias() + " has been reported for not joining the game within 5 minutes" chat.SendNotification(message, int(lob.ID)) lob.Substitute(player) }) } broadcaster.SendMessage(player.SteamID, "lobbyJoined", lobby.DecorateLobbyData(lob, false)) }
func (Lobby) LobbyBan(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"` Steamid *string `json:"steamid"` } if err := chelpers.GetParams(data, &args); err != nil { return helpers.NewTPErrorFromError(err).Encode() } steamId := *args.Steamid selfSteamId := chelpers.GetSteamId(so.Id()) if steamId == selfSteamId { return helpers.NewTPError("Player can't kick himself.", -1).Encode() } if ok, tperr := playerCanKick(*args.Id, selfSteamId); !ok { return tperr.Encode() } lob, player, tperr := removePlayerFromLobby(*args.Id, steamId) if tperr != nil { return tperr.Encode() } lob.BanPlayer(player) so, _ = broadcaster.GetSocket(player.SteamId) chelpers.AfterLobbyLeave(server, so, lob, player) broadcaster.SendMessage(steamId, "sendNotification", fmt.Sprintf(`{"notification": "You have been removed from Lobby #%d"}`, *args.Id)) return chelpers.EmptySuccessJS }
func BroadcastLobbyToUser(lobby *Lobby, steamid string) { db.DB.Preload("Spectators").First(&lobby, lobby.ID) bytes, _ := DecorateLobbyDataJSON(lobby, true).Encode() broadcaster.SendMessage(steamid, "lobbyData", string(bytes)) }
func BroadcastLobbyToUser(lobby *Lobby, steamid string) { //db.DB.Preload("Spectators").First(&lobby, lobby.ID) bytes, _ := json.Marshal(DecorateLobbyData(lobby, true)) broadcaster.SendMessage(steamid, "lobbyData", string(bytes)) }
func BroadcastLobbyToUser(lobby *Lobby, steamid string) { bytes, _ := DecorateLobbyDataJSON(lobby, true).Encode() broadcaster.SendMessage(steamid, "lobbyData", string(bytes)) }
func (l LobbyData) SendToPlayer(steamid string) { broadcaster.SendMessage(steamid, "lobbyData", l) }
//BroadcastLobbyToUser broadcasts the lobby to the a user with the given steamID func BroadcastLobbyToUser(lobby *Lobby, steamid string) { broadcaster.SendMessage(steamid, "lobbyData", DecorateLobbyData(lobby, true)) }
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 }
func LobbyKick(so socketio.Socket) func(string) string { return chelpers.FilterRequest(so, lobbyKickFilters, func(params map[string]interface{}) string { steamid := params["steamid"].(string) ban := params["ban"].(bool) lobbyid := params["id"].(uint) var self bool selfSteamid := chelpers.GetSteamId(so.Id()) // TODO check authorization, currently can kick anyone if steamid == "" { self = true steamid = selfSteamid } //player to kick player, tperr := models.GetPlayerBySteamId(steamid) if tperr != nil { bytes, _ := tperr.ErrorJSON().Encode() return string(bytes) } lob, tperr := models.GetLobbyById(uint(lobbyid)) if tperr != nil { bytes, _ := chelpers.BuildFailureJSON(tperr.Error(), -1).Encode() return string(bytes) } if !self && selfSteamid != lob.CreatedBySteamID { // TODO proper authorization checks bytes, _ := chelpers.BuildFailureJSON( "Not authorized to remove players", 1).Encode() return string(bytes) } _, err := lob.GetPlayerSlot(player) helpers.LockRecord(lob.ID, lob) defer helpers.UnlockRecord(lob.ID, lob) var spec bool if err == nil { lob.RemovePlayer(player) } else if player.IsSpectatingId(lob.ID) { spec = true lob.RemoveSpectator(player) } else { bytes, _ := chelpers.BuildFailureJSON("Player neither playing nor spectating", 2).Encode() return string(bytes) } if ban { lob.BanPlayer(player) } if !spec { chelpers.AfterLobbyLeave(so, lob, player) } else { chelpers.AfterLobbySpecLeave(so, lob) } if !self { broadcaster.SendMessage(steamid, "sendNotification", fmt.Sprintf("You have been removed from Lobby #%d", lobbyid)) } bytes, _ := chelpers.BuildSuccessJSON(simplejson.New()).Encode() return string(bytes) }) }
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{}{}) } } }