fixup! fixup! Add a service to announce multiplayer rooms to web service; Add the abiltiy to receive a list of all announced rooms from web service
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@ -13,7 +13,7 @@
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namespace Common {
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struct WebResult {
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enum Code : u32 {
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enum class Code : u32 {
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Success,
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InvalidURL,
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CredentialsMissing,
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@ -39,7 +39,7 @@ struct Room {
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u64 game_id;
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};
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std::string name;
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std::string GUID;
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std::string UID;
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std::string owner;
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std::string ip;
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u16 port;
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@ -60,8 +60,8 @@ using RoomList = std::vector<Room>;
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class Backend : NonCopyable {
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public:
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virtual ~Backend() = default;
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virtual void SetRoomInformation(const std::string& guid, const std::string& name,
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const u16 port, const u32 max_player, const u32 net_version,
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virtual void SetRoomInformation(const std::string& uid, const std::string& name, const u16 port,
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const u32 max_player, const u32 net_version,
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const bool has_password, const std::string& preferred_game,
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const u64 preferred_game_id) = 0;
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virtual void AddPlayer(const std::string& nickname, const MacAddress& mac_address,
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@ -79,7 +79,7 @@ public:
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class NullBackend : public Backend {
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public:
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~NullBackend() = default;
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void SetRoomInformation(const std::string& /*guid*/, const std::string& /*name*/,
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void SetRoomInformation(const std::string& /*uid*/, const std::string& /*name*/,
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const u16 /*port*/, const u32 /*max_player*/, const u32 /*net_version*/,
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const bool /*has_password*/, const std::string& /*preferred_game*/,
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const u64 /*preferred_game_id*/) override {}
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@ -77,29 +77,30 @@ void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
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finished = false;
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std::future<Common::WebResult> future;
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while (announce) {
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if (std::shared_ptr<Network::Room> room = Network::GetRoom().lock()) {
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if (room->GetState() == Network::Room::State::Open) {
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Network::RoomInformation room_information = room->GetRoomInformation();
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std::vector<Network::Room::Member> memberlist = room->GetRoomMemberList();
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backend->SetRoomInformation(
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room_information.guid, room_information.name, room_information.port,
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room_information.member_slots, Network::network_version, room->HasPassword(),
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room_information.preferred_game, room_information.preferred_game_id);
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backend->ClearPlayers();
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for (const auto& member : memberlist) {
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backend->AddPlayer(member.nickname, member.mac_address, member.game_info.id,
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member.game_info.name);
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}
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future = backend->Announce();
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} else {
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announce = false;
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}
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} else {
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std::shared_ptr<Network::Room> room = Network::GetRoom().lock();
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if (!room) {
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announce = false;
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continue;
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}
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if (room->GetState() != Network::Room::State::Open) {
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announce = false;
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continue;
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}
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Network::RoomInformation room_information = room->GetRoomInformation();
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std::vector<Network::Room::Member> memberlist = room->GetRoomMemberList();
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backend->SetRoomInformation(
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room_information.uid, room_information.name, room_information.port,
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room_information.member_slots, Network::network_version, room->HasPassword(),
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room_information.preferred_game, room_information.preferred_game_id);
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backend->ClearPlayers();
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for (const auto& member : memberlist) {
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backend->AddPlayer(member.nickname, member.mac_address, member.game_info.id,
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member.game_info.name);
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}
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future = backend->Announce();
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if (future.valid()) {
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Common::WebResult result = future.get();
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if (result.result_code != Common::WebResult::Success) {
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if (result.result_code != Common::WebResult::Code::Success) {
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std::lock_guard<std::mutex> lock(callback_mutex);
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for (auto callback : error_callbacks) {
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(*callback)(result);
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@ -23,7 +23,7 @@ void from_json(const nlohmann::json& json, Room::Member& member) {
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}
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void to_json(nlohmann::json& json, const Room& room) {
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json["id"] = room.GUID;
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json["id"] = room.UID;
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json["port"] = room.port;
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json["name"] = room.name;
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json["preferredGameName"] = room.preferred_game;
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@ -58,12 +58,12 @@ void from_json(const nlohmann::json& json, Room& room) {
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namespace WebService {
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void RoomJson::SetRoomInformation(const std::string& guid, const std::string& name, const u16 port,
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void RoomJson::SetRoomInformation(const std::string& uid, const std::string& name, const u16 port,
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const u32 max_player, const u32 net_version,
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const bool has_password, const std::string& preferred_game,
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const u64 preferred_game_id) {
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room.name = name;
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room.GUID = guid;
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room.UID = uid;
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room.port = port;
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room.max_player = max_player;
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room.net_version = net_version;
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@ -105,7 +105,7 @@ std::future<AnnounceMultiplayerRoom::RoomList> RoomJson::GetRoomList(std::functi
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void RoomJson::Delete() {
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nlohmann::json json;
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json["id"] = room.GUID;
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json["id"] = room.UID;
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DeleteJson(endpoint_url, json.dump(), username, token);
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}
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@ -20,7 +20,7 @@ public:
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RoomJson(const std::string& endpoint_url, const std::string& username, const std::string& token)
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: endpoint_url(endpoint_url), username(username), token(token) {}
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~RoomJson() = default;
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void SetRoomInformation(const std::string& guid, const std::string& name, const u16 port,
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void SetRoomInformation(const std::string& uid, const std::string& name, const u16 port,
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const u32 max_player, const u32 net_version, const bool has_password,
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const std::string& preferred_game,
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const u64 preferred_game_id) override;
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@ -81,9 +81,8 @@ void TelemetryJson::Complete() {
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SerializeSection(Telemetry::FieldType::UserConfig, "UserConfig");
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SerializeSection(Telemetry::FieldType::UserSystem, "UserSystem");
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// Send the telemetry async but don't handle the errors since the were written to the log
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static std::future<Common::WebResult> future =
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PostJson(endpoint_url, TopSection().dump(), true, username, token);
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// Send the telemetry async but don't handle the errors since they were written to the log
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future = PostJson(endpoint_url, TopSection().dump(), true, username, token);
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}
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} // namespace WebService
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@ -5,8 +5,10 @@
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#pragma once
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#include <array>
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#include <future>
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#include <string>
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#include <json.hpp>
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#include "common/announce_multiplayer_room.h"
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#include "common/telemetry.h"
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namespace WebService {
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@ -54,6 +56,7 @@ private:
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std::string endpoint_url;
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std::string username;
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std::string token;
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std::future<Common::WebResult> future;
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};
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} // namespace WebService
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