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authorErik Schilling <ablu.erikschilling@googlemail.com>2011-12-02 23:53:45 +0100
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-02-24 20:44:13 +0100
commitdd20c7f6148cc8b8b627028e25e817cc1cab063b (patch)
treeb7c9900c8b01aa67a496cd92276a166450817761 /src/account-server/serverhandler.cpp
parent9860dacbb6526138ae8edf57adc42ddc3e6073fa (diff)
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Added possibility to reserve maps
If you set net_gameServerName you can now reserve maps in the maps.xml. There you have to add the servername - property to the <map> tag. Then the map will only be activated by that server. Also changed the activate sequence that the account server now tells the game server what maps to activate (previously the server requested all maps and the account server said yes or no). TODO: Fix general inter server map switching.
Diffstat (limited to 'src/account-server/serverhandler.cpp')
-rw-r--r--src/account-server/serverhandler.cpp28
1 files changed, 16 insertions, 12 deletions
diff --git a/src/account-server/serverhandler.cpp b/src/account-server/serverhandler.cpp
index 04fd1e23..3260f44d 100644
--- a/src/account-server/serverhandler.cpp
+++ b/src/account-server/serverhandler.cpp
@@ -28,10 +28,12 @@
#include "account-server/accounthandler.h"
#include "account-server/character.h"
#include "account-server/flooritem.h"
+#include "account-server/mapmanager.h"
#include "account-server/storage.h"
#include "chat-server/chathandler.h"
#include "chat-server/post.h"
#include "common/configuration.h"
+#include "common/defines.h"
#include "common/manaserv_protocol.h"
#include "common/transaction.h"
#include "net/connectionhandler.h"
@@ -59,6 +61,7 @@ struct GameServer: NetComputer
{
GameServer(ENetPeer *peer): NetComputer(peer), server(0), port(0) {}
+ std::string name;
std::string address;
NetComputer *server;
ServerStatistics maps;
@@ -97,6 +100,7 @@ static ServerHandler *serverHandler;
bool GameServerHandler::initialize(int port, const std::string &host)
{
+ MapManager::initialize(DEFAULT_MAPSDB_FILE);
serverHandler = new ServerHandler;
LOG_INFO("Game server handler started:");
return serverHandler->startListen(port, host);
@@ -180,6 +184,7 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
{
LOG_DEBUG("GAMSG_REGISTER");
// TODO: check the credentials of the game server
+ server->name = msg.readString();
server->address = msg.readString();
server->port = msg.readInt16();
const std::string password = msg.readString();
@@ -220,31 +225,30 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
}
else
{
- LOG_INFO("The password given by " << server->address << ':' << server->port << " was bad.");
+ LOG_INFO("The password given by " << server->address << ':'
+ << server->port << " was bad.");
outMsg.writeInt16(PASSWORD_BAD);
comp->disconnect(outMsg);
break;
}
LOG_INFO("Game server " << server->address << ':' << server->port
- << " wants to register " << (msg.getUnreadLength() / 2)
- << " maps.");
+ << " asks for maps to activate.");
- while (msg.getUnreadLength())
+ const std::map<int, std::string> &maps = MapManager::getMaps();
+ for (std::map<int, std::string>::const_iterator it = maps.begin(),
+ it_end = maps.end(); it != it_end; ++it)
{
- int id = msg.readInt16();
- LOG_INFO("Registering map " << id << '.');
- if (GameServer *s = getGameServerFromMap(id))
- {
- LOG_ERROR("Server Handler: map is already registered by "
- << s->address << ':' << s->port << '.');
- }
- else
+ int id = it->first;
+ const std::string &reservedServer = it->second;
+ if (reservedServer == server->name)
{
MessageOut outMsg(AGMSG_ACTIVE_MAP);
// Map variables
outMsg.writeInt16(id);
+ LOG_DEBUG("Issued server '" << server->name << "' "
+ << "to enable map " << id);
std::map<std::string, std::string> variables;
variables = storage->getAllWorldStateVars(id);