/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include <cassert>
#include <sstream>
#include <list>
#include "account-server/serverhandler.hpp"
#include "account-server/accountclient.hpp"
#include "account-server/accounthandler.hpp"
#include "account-server/character.hpp"
#include "account-server/dalstorage.hpp"
#include "net/connectionhandler.hpp"
#include "net/messagein.hpp"
#include "net/messageout.hpp"
#include "net/netcomputer.hpp"
#include "serialize/characterdata.hpp"
#include "utils/logger.h"
#include "utils/tokendispenser.hpp"
struct MapStatistics
{
std::vector< int > players;
unsigned short nbThings;
unsigned short nbMonsters;
};
typedef std::map< unsigned short, MapStatistics > ServerStatistics;
/**
* Stores address, maps, and statistics, of a connected game server.
*/
struct GameServer: NetComputer
{
GameServer(ENetPeer *peer): NetComputer(peer), port(0) {}
std::string address;
NetComputer *server;
ServerStatistics maps;
short port;
};
static GameServer *getGameServerFromMap(int);
/**
* Manages communications with all the game servers.
*/
class ServerHandler: public ConnectionHandler
{
friend GameServer *getGameServerFromMap(int);
friend void GameServerHandler::dumpStatistics(std::ostream &);
protected:
/**
* Processes server messages.
*/
void processMessage(NetComputer *computer, MessageIn &message);
/**
* Called when a game server connects. Initializes a simple NetComputer
* as these connections are stateless.
*/
NetComputer *computerConnected(ENetPeer *peer);
/**
* Called when a game server disconnects.
*/
void computerDisconnected(NetComputer *comp);
};
static ServerHandler *serverHandler;
bool GameServerHandler::initialize(int port)
{
serverHandler = new ServerHandler;
LOG_INFO("Game server handler started:");
return serverHandler->startListen(port);
}
void GameServerHandler::deinitialize()
{
serverHandler->stopListen();
delete serverHandler;
}
void GameServerHandler::process()
{
serverHandler->process(50);
}
NetComputer *ServerHandler::computerConnected(ENetPeer *peer)
{
return new GameServer(peer);
}
void ServerHandler::computerDisconnected(NetComputer *comp)
{
delete comp;
}
static GameServer *getGameServerFromMap(int mapId)
{
for (ServerHandler::NetComputers::const_iterator
i = serverHandler->clients.begin(),
i_end = serverHandler->clients.end(); i != i_end; ++i)
{
GameServer *server = static_cast< GameServer * >(*i);
ServerStatistics::const_iterator i = server->maps.find(mapId);
if (i == server->maps.end()) continue;
return server;
}
return NULL;
}
bool GameServerHandler::getGameServerFromMap
(int mapId, std::string &address, int &port)
{
if (GameServer *s = ::getGameServerFromMap(mapId))
{
address = s->address;
port = s->port;
return true;
}
return false;
}
static void registerGameClient
(GameServer *s, std::string const &token, Character *ptr)
{
MessageOut msg(AGMSG_PLAYER_ENTER);
msg.writeString(token, MAGIC_TOKEN_LENGTH);
msg.writeLong(ptr->getDatabaseID());
msg.writeString(ptr->getName());
serializeCharacterData(*ptr, msg);
s->send(msg);
}
void GameServerHandler::registerClient(std::string const &token, Character *ptr)
{
GameServer *s = ::getGameServerFromMap(ptr->getMapId());
assert(s);
registerGameClient(s, token, ptr);
}
void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
{
MessageOut result;
GameServer *server = static_cast< GameServer * >(comp);
switch (msg.getId())
{
case GAMSG_REGISTER:
{
LOG_DEBUG("GAMSG_REGISTER");
// TODO: check the credentials of the game server
server->address = msg.readString();
server->port = msg.readShort();
LOG_INFO("Game server " << server->address << ':' << server->port
<< " wants to register " << (msg.getUnreadLength() / 2)
<< " maps.");
while (msg.getUnreadLength())
{
int id = msg.readShort();
LOG_INFO("Registering map " << id << '.');
if (GameServer *s = getGameServerFromMap(id))
{
LOG_ERROR("Server Handler: map is already registered by "
<< s->address << ':' << s->port << '.');
}
else
{
MessageOut outMsg(AGMSG_ACTIVE_MAP);
outMsg.writeShort(id);
comp->send(outMsg);
MapStatistics &m = server->maps[id];
m.nbThings = 0;
m.nbMonsters = 0;
}
}
} break;
case GAMSG_PLAYER_DATA:
{
LOG_DEBUG("GAMSG_PLAYER_DATA");
int id = msg.readLong();
if (Character *ptr = storage->getCharacter(id, NULL))
{
deserializeCharacterData(*ptr, msg);
if (!storage->updateCharacter(ptr))
{
LOG_ERROR("Failed to update character "
<< id << '.');
}
delete ptr;
}
else
{
LOG_ERROR("Received data for non-existing character "
<< id << '.');
}
} break;
case GAMSG_REDIRECT:
{
LOG_DEBUG("GAMSG_REDIRECT");
int id = msg.readLong();
std::string magic_token(utils::getMagicToken());
if (Character *ptr = storage->getCharacter(id, NULL))
{
int mapId = ptr->getMapId();
if (GameServer *s = getGameServerFromMap(mapId))
{
registerGameClient(s, magic_token, ptr);
result.writeShort(AGMSG_REDIRECT_RESPONSE);
result.writeLong(id);
result.writeString(magic_token, MAGIC_TOKEN_LENGTH);
result.writeString(s->address);
result.writeShort(s->port);
}
else
{
LOG_ERROR("Server Change: No game server for map " <<
mapId << '.');
}
delete ptr;
}
else
{
LOG_ERROR("Received data for non-existing character "
<< id << '.');
}
} break;
case GAMSG_PLAYER_RECONNECT:
{
LOG_DEBUG("GAMSG_PLAYER_RECONNECT");
int id = msg.readLong();
std::string magic_token = msg.readString(MAGIC_TOKEN_LENGTH);
if (Character *ptr = storage->getCharacter(id, NULL))
{
int accountID = ptr->getAccountID();
AccountClientHandler::prepareReconnect(magic_token, accountID);
delete ptr;
}
else
{
LOG_ERROR("Received data for non-existing character "
<< id << '.');
}
} break;
case GAMSG_GET_QUEST:
{
int id = msg.readLong();
std::string name = msg.readString();
std::string value = storage->getQuestVar(id, name);
result.writeShort(AGMSG_GET_QUEST_RESPONSE);
result.writeLong(id);
result.writeString(name);
result.writeString(value);
} break;
case GAMSG_SET_QUEST:
{
int id = msg.readLong();
std::string name = msg.readString();
std::string value = msg.readString();
storage->setQuestVar(id, name, value);
} break;
case GAMSG_BAN_PLAYER:
{
int id = msg.readLong();
int duration = msg.readShort();
storage->banCharacter(id, duration);
} break;
case GAMSG_STATISTICS:
{
while (msg.getUnreadLength())
{
int mapId = msg.readShort();
ServerStatistics::iterator i = server->maps.find(mapId);
if (i == server->maps.end())
{
LOG_ERROR("Server " << server->address << ':'
<< server->port << " should not be sending stati"
"stics for map " << mapId << '.');
// Skip remaining data.
break;
}
MapStatistics &m = i->second;
m.nbThings = msg.readShort();
m.nbMonsters = msg.readShort();
int nb = msg.readShort();
m.players.resize(nb);
for (int j = 0; j < nb; ++j)
{
m.players[j] = msg.readLong();
}
}
} break;
default:
LOG_WARN("ServerHandler::processMessage, Invalid message type: "
<< msg.getId());
result.writeShort(XXMSG_INVALID);
break;
}
// return result
if (result.getLength() > 0)
comp->send(result);
}
void GameServerHandler::dumpStatistics(std::ostream &os)
{
for (ServerHandler::NetComputers::const_iterator
i = serverHandler->clients.begin(),
i_end = serverHandler->clients.end(); i != i_end; ++i)
{
GameServer *server = static_cast< GameServer * >(*i);
if (!server->port) continue;
os << "<gameserver address=\"" << server->address << "\" port=\""
<< server->port << "\">\n";
for (ServerStatistics::const_iterator j = server->maps.begin(),
j_end = server->maps.end(); j != j_end; ++j)
{
MapStatistics const &m = j->second;
os << "<map id=\"" << j->first << "\" nb_things=\"" << m.nbThings
<< "\" nb_monsters=\"" << m.nbMonsters << "\">\n";
for (std::vector< int >::const_iterator k = m.players.begin(),
k_end = m.players.end(); k != k_end; ++k)
{
os << "<character id=\"" << *k << "\"/>\n";
}
os << "</map>\n";
}
os << "</gameserver>\n";
}
}
void GameServerHandler::sendPartyChange(Character *ptr, int partyId)
{
GameServer *s = ::getGameServerFromMap(ptr->getMapId());
if (s)
{
MessageOut msg(CGMSG_CHANGED_PARTY);
msg.writeLong(ptr->getDatabaseID());
msg.writeLong(partyId);
s->send(msg);
}
}