/*
* The Mana Server
* Copyright (C) 2004-2010 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 .
*/
#include
#include
#include
#include "account-server/serverhandler.h"
#include "account-server/accountclient.h"
#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"
#include "net/messageout.h"
#include "net/netcomputer.h"
#include "serialize/characterdata.h"
#include "utils/logger.h"
#include "utils/tokendispenser.h"
using namespace ManaServ;
struct MapStatistics
{
std::vector players;
unsigned short nbEntities;
unsigned short nbMonsters;
};
typedef std::map ServerStatistics;
/**
* Stores address, maps, and statistics, of a connected game server.
*/
struct GameServer: NetComputer
{
GameServer(ENetPeer *peer): NetComputer(peer), server(0), port(0) {}
std::string name;
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, const std::string &host)
{
MapManager::initialize(DEFAULT_MAPSDB_FILE);
serverHandler = new ServerHandler;
LOG_INFO("Game server handler started:");
return serverHandler->startListen(port, host);
}
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)
{
LOG_INFO("Game-server disconnected.");
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 it = server->maps.find(mapId);
if (it == 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, const std::string &token,
Character *ptr)
{
MessageOut msg(AGMSG_PLAYER_ENTER);
msg.writeString(token, MAGIC_TOKEN_LENGTH);
msg.writeInt32(ptr->getDatabaseID());
msg.writeString(ptr->getName());
serializeCharacterData(*ptr, msg);
s->send(msg);
}
void GameServerHandler::registerClient(const std::string &token,
Character *ptr)
{
GameServer *s = ::getGameServerFromMap(ptr->getMapId());
assert(s);
registerGameClient(s, token, ptr);
}
void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
{
GameServer *server = static_cast(comp);
switch (msg.getId())
{
case GAMSG_REGISTER:
{
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();
// checks the version of the remote item database with our local copy
unsigned dbversion = msg.readInt32();
LOG_INFO("Game server uses itemsdatabase with version " << dbversion);
LOG_DEBUG("AGMSG_REGISTER_RESPONSE");
MessageOut outMsg(AGMSG_REGISTER_RESPONSE);
if (dbversion == storage->getItemDatabaseVersion())
{
LOG_DEBUG("Item databases between account server and "
"gameserver are in sync");
outMsg.writeInt16(DATA_VERSION_OK);
}
else
{
LOG_DEBUG("Item database of game server has a wrong version");
outMsg.writeInt16(DATA_VERSION_OUTDATED);
}
if (password == Configuration::getValue("net_password", "changeMe"))
{
outMsg.writeInt16(PASSWORD_OK);
// transmit global world state variables
std::map variables;
variables = storage->getAllWorldStateVars(Storage::WorldMap);
for (std::map::iterator i = variables.begin();
i != variables.end();
i++)
{
outMsg.writeString(i->first);
outMsg.writeString(i->second);
}
comp->send(outMsg);
}
else
{
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
<< " asks for maps to activate.");
const std::map &maps = MapManager::getMaps();
for (std::map::const_iterator it = maps.begin(),
it_end = maps.end(); it != it_end; ++it)
{
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 << "("
<< server->address << ":" << server->port << ") "
<< "to enable map " << id);
std::map variables;
variables = storage->getAllWorldStateVars(id);
// Map vars number
outMsg.writeInt16(variables.size());
for (std::map::iterator i = variables.begin();
i != variables.end();
i++)
{
outMsg.writeString(i->first);
outMsg.writeString(i->second);
}
// Persistent Floor Items
std::list items;
items = storage->getFloorItemsFromMap(id);
outMsg.writeInt16(items.size()); //number of floor items
// Send each map item: item_id, amount, pos_x, pos_y
for (std::list::iterator i = items.begin();
i != items.end(); ++i)
{
outMsg.writeInt32(i->getItemId());
outMsg.writeInt16(i->getItemAmount());
outMsg.writeInt16(i->getPosX());
outMsg.writeInt16(i->getPosY());
}
comp->send(outMsg);
MapStatistics &m = server->maps[id];
m.nbEntities = 0;
m.nbMonsters = 0;
}
}
} break;
case GAMSG_PLAYER_DATA:
{
LOG_DEBUG("GAMSG_PLAYER_DATA");
int id = msg.readInt32();
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_PLAYER_SYNC:
{
LOG_DEBUG("GAMSG_PLAYER_SYNC");
GameServerHandler::syncDatabase(msg);
} break;
case GAMSG_REDIRECT:
{
LOG_DEBUG("GAMSG_REDIRECT");
int id = msg.readInt32();
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);
MessageOut result(AGMSG_REDIRECT_RESPONSE);
result.writeInt32(id);
result.writeString(magic_token, MAGIC_TOKEN_LENGTH);
result.writeString(s->address);
result.writeInt16(s->port);
comp->send(result);
}
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.readInt32();
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_VAR_CHR:
{
int id = msg.readInt32();
std::string name = msg.readString();
std::string value = storage->getQuestVar(id, name);
MessageOut result(AGMSG_GET_VAR_CHR_RESPONSE);
result.writeInt32(id);
result.writeString(name);
result.writeString(value);
comp->send(result);
} break;
case GAMSG_SET_VAR_CHR:
{
int id = msg.readInt32();
std::string name = msg.readString();
std::string value = msg.readString();
storage->setQuestVar(id, name, value);
} break;
case GAMSG_SET_VAR_WORLD:
{
std::string name = msg.readString();
std::string value = msg.readString();
// save the new value to the database
storage->setWorldStateVar(name, value, Storage::WorldMap);
// relay the new value to all gameservers
for (ServerHandler::NetComputers::iterator i = clients.begin();
i != clients.end();
i++)
{
MessageOut varUpdateMessage(AGMSG_SET_VAR_WORLD);
varUpdateMessage.writeString(name);
varUpdateMessage.writeString(value);
(*i)->send(varUpdateMessage);
}
} break;
case GAMSG_SET_VAR_MAP:
{
int mapid = msg.readInt32();
std::string name = msg.readString();
std::string value = msg.readString();
storage->setWorldStateVar(name, value, mapid);
} break;
case GAMSG_BAN_PLAYER:
{
int id = msg.readInt32();
int duration = msg.readInt32();
storage->banCharacter(id, duration);
} break;
case GAMSG_CHANGE_PLAYER_LEVEL:
{
int id = msg.readInt32();
int level = msg.readInt16();
storage->setPlayerLevel(id, level);
} break;
case GAMSG_CHANGE_ACCOUNT_LEVEL:
{
int id = msg.readInt32();
int level = msg.readInt16();
// get the character so we can get the account id
Character *c = storage->getCharacter(id, NULL);
if (c)
{
storage->setAccountLevel(c->getAccountID(), level);
}
} break;
case GAMSG_STATISTICS:
{
while (msg.getUnreadLength())
{
int mapId = msg.readInt16();
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.nbEntities = msg.readInt16();
m.nbMonsters = msg.readInt16();
int nb = msg.readInt16();
m.players.resize(nb);
for (int j = 0; j < nb; ++j)
{
m.players[j] = msg.readInt32();
}
}
} break;
case GCMSG_REQUEST_POST:
{
// Retrieve the post for user
LOG_DEBUG("GCMSG_REQUEST_POST");
MessageOut result(CGMSG_POST_RESPONSE);
// get the character id
int characterId = msg.readInt32();
// send the character id of sender
result.writeInt32(characterId);
// get the character based on the id
Character *ptr = storage->getCharacter(characterId, NULL);
if (!ptr)
{
// Invalid character
LOG_ERROR("Error finding character id for post");
break;
}
// get the post for that character
Post *post = postalManager->getPost(ptr);
// send the post if valid
if (post)
{
for (unsigned i = 0; i < post->getNumberOfLetters(); ++i)
{
// get each letter, send the sender's name,
// the contents and any attachments
Letter *letter = post->getLetter(i);
result.writeString(letter->getSender()->getName());
result.writeString(letter->getContents());
std::vector items = letter->getAttachments();
for (unsigned j = 0; j < items.size(); ++j)
{
result.writeInt16(items[j].itemId);
result.writeInt16(items[j].amount);
}
}
// clean up
postalManager->clearPost(ptr);
}
comp->send(result);
} break;
case GCMSG_STORE_POST:
{
// Store the letter for the user
LOG_DEBUG("GCMSG_STORE_POST");
MessageOut result(CGMSG_STORE_POST_RESPONSE);
// get the sender and receiver
int senderId = msg.readInt32();
std::string receiverName = msg.readString();
// for sending it back
result.writeInt32(senderId);
// get their characters
Character *sender = storage->getCharacter(senderId, NULL);
Character *receiver = storage->getCharacter(receiverName);
if (!sender || !receiver)
{
// Invalid character
LOG_ERROR("Error finding character id for post");
result.writeInt8(ERRMSG_INVALID_ARGUMENT);
break;
}
// get the letter contents
std::string contents = msg.readString();
std::vector< std::pair > items;
while (msg.getUnreadLength())
{
items.push_back(std::pair(msg.readInt16(), msg.readInt16()));
}
// save the letter
LOG_DEBUG("Creating letter");
Letter *letter = new Letter(0, sender, receiver);
letter->addText(contents);
for (unsigned i = 0; i < items.size(); ++i)
{
InventoryItem item;
item.itemId = items[i].first;
item.amount = items[i].second;
letter->addAttachment(item);
}
postalManager->addLetter(letter);
result.writeInt8(ERRMSG_OK);
comp->send(result);
} break;
case GAMSG_TRANSACTION:
{
LOG_DEBUG("TRANSACTION");
int id = msg.readInt32();
int action = msg.readInt32();
std::string message = msg.readString();
Transaction trans;
trans.mCharacterId = id;
trans.mAction = action;
trans.mMessage = message;
storage->addTransaction(trans);
} break;
case GCMSG_PARTY_INVITE:
chatHandler->handlePartyInvite(msg);
break;
case GAMSG_CREATE_ITEM_ON_MAP:
{
int mapId = msg.readInt32();
int itemId = msg.readInt32();
int amount = msg.readInt16();
int posX = msg.readInt16();
int posY = msg.readInt16();
LOG_DEBUG("Gameserver create item " << itemId
<< " on map " << mapId);
storage->addFloorItem(mapId, itemId, amount, posX, posY);
} break;
case GAMSG_REMOVE_ITEM_ON_MAP:
{
int mapId = msg.readInt32();
int itemId = msg.readInt32();
int amount = msg.readInt16();
int posX = msg.readInt16();
int posY = msg.readInt16();
LOG_DEBUG("Gameserver removed item " << itemId
<< " from map " << mapId);
storage->removeFloorItem(mapId, itemId, amount, posX, posY);
} break;
case GAMSG_ANNOUNCE:
{
const std::string message = msg.readString();
const int senderId = msg.readInt16();
const std::string senderName = msg.readString();
chatHandler->handleAnnounce(message, senderId, senderName);
} break;
default:
LOG_WARN("ServerHandler::processMessage, Invalid message type: "
<< msg.getId());
MessageOut result(XXMSG_INVALID);
comp->send(result);
break;
}
}
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 << "address << "\" port=\""
<< server->port << "\">\n";
for (ServerStatistics::const_iterator j = server->maps.begin(),
j_end = server->maps.end(); j != j_end; ++j)
{
const MapStatistics &m = j->second;
os << "\n";
}
os << "\n";
}
}
void GameServerHandler::sendPartyChange(Character *ptr, int partyId)
{
GameServer *s = ::getGameServerFromMap(ptr->getMapId());
if (s)
{
MessageOut msg(CGMSG_CHANGED_PARTY);
msg.writeInt32(ptr->getDatabaseID());
msg.writeInt32(partyId);
s->send(msg);
}
}
void GameServerHandler::syncDatabase(MessageIn &msg)
{
// It is safe to perform the following updates in a transaction
dal::PerformTransaction transaction(storage->database());
while (msg.getUnreadLength() > 0)
{
int msgType = msg.readInt8();
switch (msgType)
{
case SYNC_CHARACTER_POINTS:
{
LOG_DEBUG("received SYNC_CHARACTER_POINTS");
int charId = msg.readInt32();
int charPoints = msg.readInt32();
int corrPoints = msg.readInt32();
storage->updateCharacterPoints(charId, charPoints, corrPoints);
} break;
case SYNC_CHARACTER_ATTRIBUTE:
{
LOG_DEBUG("received SYNC_CHARACTER_ATTRIBUTE");
int charId = msg.readInt32();
int attrId = msg.readInt32();
double base = msg.readDouble();
double mod = msg.readDouble();
storage->updateAttribute(charId, attrId, base, mod);
} break;
case SYNC_CHARACTER_SKILL:
{
LOG_DEBUG("received SYNC_CHARACTER_SKILL");
int charId = msg.readInt32();
int skillId = msg.readInt8();
int skillValue = msg.readInt32();
storage->updateExperience(charId, skillId, skillValue);
} break;
case SYNC_ONLINE_STATUS:
{
LOG_DEBUG("received SYNC_ONLINE_STATUS");
int charId = msg.readInt32();
bool online = (msg.readInt8() == 1);
storage->setOnlineStatus(charId, online);
} break;
}
}
transaction.commit();
}