/*
* The Mana World
* Copyright 2006 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 "game-server/accountconnection.hpp"
#include "defines.h"
#include "common/configuration.hpp"
#include "game-server/character.hpp"
#include "game-server/gamehandler.hpp"
#include "game-server/map.hpp"
#include "game-server/mapcomposite.hpp"
#include "game-server/mapmanager.hpp"
#include "game-server/quest.hpp"
#include "game-server/state.hpp"
#include "net/messagein.hpp"
#include "net/messageout.hpp"
#include "serialize/characterdata.hpp"
#include "utils/logger.h"
#include "utils/tokendispenser.hpp"
#include "utils/tokencollector.hpp"
bool AccountConnection::start()
{
if (!Connection::start(
Configuration::getValue("accountServerAddress", "localhost"),
Configuration::getValue("accountServerPort", DEFAULT_SERVER_PORT) + 1))
{
return false;
}
LOG_INFO("Connection established to the account server.");
MessageOut msg(GAMSG_REGISTER);
msg.writeString(Configuration::getValue("gameServerAddress", "localhost"));
msg.writeShort(Configuration::getValue("gameServerPort", DEFAULT_SERVER_PORT + 3));
MapManager::Maps const &m = MapManager::getMaps();
for (MapManager::Maps::const_iterator i = m.begin(), i_end = m.end(); i != i_end; ++i)
{
msg.writeShort(i->first);
}
send(msg);
return true;
}
void AccountConnection::sendCharacterData(Character *p)
{
MessageOut msg(GAMSG_PLAYER_DATA);
msg.writeLong(p->getDatabaseID());
serializeCharacterData(*p, msg);
send(msg);
}
void AccountConnection::processMessage(MessageIn &msg)
{
switch (msg.getId())
{
case AGMSG_PLAYER_ENTER:
{
std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
Character *ptr = new Character(msg);
ptr->setSpeed(250); // TODO
gameHandler->addPendingCharacter(token, ptr);
} break;
case AGMSG_ACTIVE_MAP:
{
int id = msg.readShort();
MapManager::raiseActive(id);
} break;
case AGMSG_REDIRECT_RESPONSE:
{
int id = msg.readLong();
std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
std::string address = msg.readString();
int port = msg.readShort();
gameHandler->completeServerChange(id, token, address, port);
} break;
case AGMSG_GET_QUEST_RESPONSE:
{
int id = msg.readLong();
std::string name = msg.readString();
std::string value = msg.readString();
recoveredQuestVar(id, name, value);
} break;
// The client should directly talk with the chat server and not go through the game server.
#if 0
case AGMSG_GUILD_CREATE_RESPONSE:
{
if(msg.readByte() == ERRMSG_OK)
{
int playerId = msg.readLong();
MessageOut result(GPMSG_GUILD_CREATE_RESPONSE);
result.writeByte(ERRMSG_OK);
/* Create a message that the player has joined the guild
* Output the guild ID and guild name
* Send a 1 if the player has rights
* to invite users, otherwise 0.
*/
MessageOut out(GPMSG_GUILD_JOINED);
out.writeShort(msg.readShort());
out.writeString(msg.readString());
out.writeShort(msg.readShort());
Character *player = gameHandler->messageMap[playerId];
if(player)
{
gameHandler->sendTo(player, result);
gameHandler->sendTo(player, out);
}
}
} break;
case AGMSG_GUILD_INVITE_RESPONSE:
{
if(msg.readByte() == ERRMSG_OK)
{
int playerId = msg.readLong();
MessageOut result(GPMSG_GUILD_INVITE_RESPONSE);
result.writeByte(ERRMSG_OK);
Character *player = gameHandler->messageMap[playerId];
if(player)
{
gameHandler->sendTo(player, result);
}
}
} break;
case AGMSG_GUILD_ACCEPT_RESPONSE:
{
if(msg.readByte() == ERRMSG_OK)
{
int playerId = msg.readLong();
MessageOut result(GPMSG_GUILD_ACCEPT_RESPONSE);
result.writeByte(ERRMSG_OK);
/* Create a message that the player has joined the guild
* Output the guild ID and guild name
* Send a 0 for invite rights, since player has been invited
* they wont have any rights to invite other users yet.
*/
MessageOut out(GPMSG_GUILD_JOINED);
out.writeShort(msg.readShort());
out.writeString(msg.readString());
out.writeShort(0);
Character *player = gameHandler->messageMap[playerId];
if(player)
{
gameHandler->sendTo(player, result);
gameHandler->sendTo(player, out);
}
}
} break;
case AGMSG_GUILD_GET_MEMBERS_RESPONSE:
{
if(msg.readByte() != ERRMSG_OK)
break;
int playerId = msg.readLong();
short guildId = msg.readShort();
MessageOut result(GPMSG_GUILD_GET_MEMBERS_RESPONSE);
result.writeByte(ERRMSG_OK);
result.writeShort(guildId);
while(msg.getUnreadLength())
{
result.writeString(msg.readString());
}
Character *player = gameHandler->messageMap[playerId];
if(player)
{
gameHandler->sendTo(player, result);
}
} break;
case AGMSG_GUILD_QUIT_RESPONSE:
{
if(msg.readByte() != ERRMSG_OK)
break;
int playerId = msg.readLong();
short guildId = msg.readShort();
MessageOut result(GPMSG_GUILD_QUIT_RESPONSE);
result.writeByte(ERRMSG_OK);
result.writeShort(guildId);
Character *player = gameHandler->messageMap[playerId];
if(player)
{
gameHandler->sendTo(player, result);
}
} break;
#endif
default:
LOG_WARN("Invalid message type");
break;
}
}
void AccountConnection::playerReconnectAccount(int id, std::string const &magic_token)
{
LOG_DEBUG("Send GAMSG_PLAYER_RECONNECT.");
MessageOut msg(GAMSG_PLAYER_RECONNECT);
msg.writeLong(id);
msg.writeString(magic_token, MAGIC_TOKEN_LENGTH);
send(msg);
}
void AccountConnection::requestQuestVar(Character *ch, std::string const &name)
{
MessageOut msg(GAMSG_GET_QUEST);
msg.writeLong(ch->getDatabaseID());
msg.writeString(name);
send(msg);
}
void AccountConnection::updateQuestVar(Character *ch, std::string const &name,
std::string const &value)
{
MessageOut msg(GAMSG_SET_QUEST);
msg.writeLong(ch->getDatabaseID());
msg.writeString(name);
msg.writeString(value);
send(msg);
}
void AccountConnection::banCharacter(Character *ch, int duration)
{
MessageOut msg(GAMSG_BAN_PLAYER);
msg.writeLong(ch->getDatabaseID());
msg.writeShort(duration);
send(msg);
}
void AccountConnection::sendStatistics()
{
MessageOut msg(GAMSG_STATISTICS);
MapManager::Maps const &maps = MapManager::getMaps();
for (MapManager::Maps::const_iterator i = maps.begin(),
i_end = maps.end(); i != i_end; ++i)
{
MapComposite *m = i->second;
if (!m->isActive()) continue;
msg.writeShort(i->first);
int nbThings = 0, nbMonsters = 0;
typedef std::vector< Thing * > Things;
Things const &things = m->getEverything();
std::vector< int > players;
for (Things::const_iterator j = things.begin(),
j_end = things.end(); j != j_end; ++j)
{
Thing *t = *j;
switch (t->getType())
{
case OBJECT_CHARACTER:
players.push_back
(static_cast< Character * >(t)->getDatabaseID());
break;
case OBJECT_MONSTER:
++nbMonsters;
break;
default:
++nbThings;
}
}
msg.writeShort(nbThings);
msg.writeShort(nbMonsters);
msg.writeShort(players.size());
for (std::vector< int >::const_iterator j = players.begin(),
j_end = players.end(); j != j_end; ++j)
{
msg.writeLong(*j);
}
}
send(msg);
}
#if 0
void AccountConnection::playerCreateGuild(int id, const std::string &guildName)
{
LOG_INFO("Send GAMSG_GUILD_CREATE");
MessageOut msg(GAMSG_GUILD_CREATE);
msg.writeLong(id);
msg.writeString(guildName);
send(msg);
}
void AccountConnection::playerInviteToGuild(int id, short guildId, const std::string &member)
{
LOG_INFO("Send GAMSG_GUILD_INVITE");
MessageOut msg(GAMSG_GUILD_INVITE);
msg.writeLong(id);
msg.writeShort(guildId);
msg.writeString(member);
send(msg);
}
void AccountConnection::playerAcceptInvite(int id, const std::string &guildName)
{
LOG_INFO("Send GAMSG_GUILD_ACCEPT");
MessageOut msg(GAMSG_GUILD_ACCEPT);
msg.writeLong(id);
msg.writeString(guildName);
send(msg);
}
void AccountConnection::getGuildMembers(int id, short guildId)
{
LOG_INFO("Send GAMSG_GUILD_GET_MEMBERS");
MessageOut msg(GAMSG_GUILD_GET_MEMBERS);
msg.writeLong(id);
msg.writeShort(guildId);
send(msg);
}
void AccountConnection::quitGuild(int id, short guildId)
{
LOG_INFO("Send GAMSG_GUILD_QUIT");
MessageOut msg(GAMSG_GUILD_QUIT);
msg.writeLong(id);
msg.writeShort(guildId);
send(msg);
}
#endif