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author | Erik Schilling <ablu.erikschilling@googlemail.com> | 2011-12-02 23:53:45 +0100 |
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committer | Erik Schilling <ablu.erikschilling@googlemail.com> | 2013-02-24 20:44:13 +0100 |
commit | dd20c7f6148cc8b8b627028e25e817cc1cab063b (patch) | |
tree | b7c9900c8b01aa67a496cd92276a166450817761 /src/account-server/serverhandler.cpp | |
parent | 9860dacbb6526138ae8edf57adc42ddc3e6073fa (diff) | |
download | manaserv-dd20c7f6148cc8b8b627028e25e817cc1cab063b.tar.gz manaserv-dd20c7f6148cc8b8b627028e25e817cc1cab063b.tar.bz2 manaserv-dd20c7f6148cc8b8b627028e25e817cc1cab063b.tar.xz manaserv-dd20c7f6148cc8b8b627028e25e817cc1cab063b.zip |
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.cpp | 28 |
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); |