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+/*
+ * The Mana Server
+ * Copyright (C) 2006-2010 The Mana World Development Team
+ *
+ * This file is part of The Mana Server.
+ *
+ * The Mana Server 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 Server 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 Server. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef ACCOUNTCONNECTION_H
+#define ACCOUNTCONNECTION_H
+
+#include "net/messageout.h"
+#include "net/connection.h"
+
+class Character;
+
+/** \fn void AccountConnection::syncChanges(bool force = false)
+ *
+ * The gameserver holds a buffer with all changes made by a character. The
+ * changes are added at the time they occur. When the buffer reaches one of
+ * the following limits, the buffer is sent to the account server and applied
+ * to the database.
+ *
+ * The sync buffer is sent when:
+ * - forced by any process (param force = true)
+ * - every 10 seconds
+ * - buffer reaches size of 1kb (defined in #SYNC_BUFFER_SIZE)
+ * - buffer holds more then 20 messages (defined in #SYNC_BUFFER_LIMIT)
+ */
+#define SYNC_BUFFER_SIZE 1024 /**< maximum size of sync buffer in bytes. */
+#define SYNC_BUFFER_LIMIT 20 /**< maximum number of messages in sync buffer. */
+
+/**
+ * A connection to the account server.
+ */
+class AccountConnection : public Connection
+{
+ public:
+ /**
+ * Constructor.
+ */
+ AccountConnection();
+
+ /**
+ * Destructor.
+ */
+ ~AccountConnection();
+
+ /**
+ * Initializes a connection to the account server described in the
+ * configuration file. Registers the maps known by MapManager.
+ */
+ bool start(int gameServerPort);
+
+ /**
+ * Sends data of a given character.
+ */
+ void sendCharacterData(Character *);
+
+ /**
+ * Prepares the account server for a reconnecting player
+ */
+ void playerReconnectAccount(int id, const std::string &magic_token);
+
+ /**
+ * Requests the value of a quest variable from the database.
+ */
+ void requestQuestVar(Character *, const std::string &);
+
+ /**
+ * Pushes a new quest value to the database.
+ */
+ void updateQuestVar(Character *, const std::string &name,
+ const std::string &value);
+
+ /**
+ * Sends ban message.
+ */
+ void banCharacter(Character *, int);
+
+ /**
+ * Gathers statistics and sends them.
+ */
+ void sendStatistics();
+
+ /**
+ * Send letter
+ */
+ void sendPost(Character *, MessageIn &);
+
+ /**
+ * Get post
+ */
+ void getPost(Character *);
+
+ /**
+ * Change Account Level
+ */
+ void changeAccountLevel(Character *, int);
+
+ /**
+ * Sends all changed player data to the account server to minimize
+ * dataloss due to failure of one server component.
+ *
+ * @param force Send changes even if buffer hasn't reached its size
+ * or message limit. (used to send in timed schedules)
+ */
+ void syncChanges(bool force = false);
+
+ /**
+ * Write a modification message about character points to the sync
+ * buffer.
+ *
+ * @param charId ID of the character
+ * @param charPoints character points left for the character
+ * @param corrPoints correction points left for the character
+ */
+ void updateCharacterPoints(int charId, int charPoints,
+ int corrPoints);
+
+ /**
+ * @param charId ID of the character
+ * @param attribId ID of the modified attribute
+ * @param attribValue New value of the modified attribute
+ */
+
+ void updateAttributes(int charId, int attrId, double base,
+ double mod);
+
+ /**
+ * Write a modification message about character skills to the sync
+ * buffer.
+ *
+ * @param charId ID of the character
+ * @param skillId ID of the skill
+ * @param skillValue new skill points
+ */
+ void updateExperience(int charId, int skillId, int skillValue);
+
+ /**
+ * Update the status of a character to online (true) or offline
+ * (false).
+ *
+ * @param charId Id of the character.
+ * @param online True to flag the character as being online.
+ */
+ void updateOnlineStatus(int charId, bool online);
+
+ /**
+ * Send transaction to account server
+ */
+ void sendTransaction(int id, int action, const std::string &message);
+
+ protected:
+ /**
+ * Processes server messages.
+ */
+ virtual void processMessage(MessageIn &);
+
+ private:
+ MessageOut* mSyncBuffer; /**< Message buffer to store sync data. */
+ int mSyncMessages; /**< Number of messages in the sync buffer. */
+};
+
+extern AccountConnection *accountHandler;
+
+#endif // ACCOUNTCONNECTION_H