/* * The Mana World Server * Copyright 2004 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 #include #include "account-server/serverhandler.hpp" #include "account-server/accountclient.hpp" #include "account-server/accounthandler.hpp" #include "account-server/character.hpp" #include "account-server/dalstorage.hpp" #include "net/messagein.hpp" #include "net/messageout.hpp" #include "net/netcomputer.hpp" #include "serialize/characterdata.hpp" #include "utils/logger.h" #include "utils/tokendispenser.hpp" #include "utils/tokencollector.hpp" struct MapStatistics { std::vector< int > players; unsigned short nbThings; unsigned short nbMonsters; }; typedef std::map< unsigned short, MapStatistics > ServerStatistics; struct GameServer: NetComputer { GameServer(ENetPeer *peer): NetComputer(peer), port(0) {} std::string address; NetComputer *server; ServerStatistics maps; short port; }; bool ServerHandler::startListen(enet_uint16 port) { LOG_INFO("Game server handler started:"); return ConnectionHandler::startListen(port); } NetComputer *ServerHandler::computerConnected(ENetPeer *peer) { return new GameServer(peer); } void ServerHandler::computerDisconnected(NetComputer *comp) { delete comp; } GameServer *ServerHandler::getGameServerFromMap(int mapId) const { for (NetComputers::const_iterator i = clients.begin(), i_end = clients.end(); i != i_end; ++i) { GameServer *server = static_cast< GameServer * >(*i); ServerStatistics::const_iterator i = server->maps.find(mapId); if (i == server->maps.end()) continue; return server; } return NULL; } bool ServerHandler::getGameServerFromMap(int mapId, std::string &address, int &port) const { if (GameServer *s = getGameServerFromMap(mapId)) { address = s->address; port = s->port; return true; } return false; } void ServerHandler::registerGameClient(std::string const &token, Character *ptr) { int mapId = ptr->getMapId(); MessageOut msg(AGMSG_PLAYER_ENTER); msg.writeString(token, MAGIC_TOKEN_LENGTH); msg.writeLong(ptr->getDatabaseID()); msg.writeString(ptr->getName()); serializeCharacterData(*ptr, msg); GameServer *s = getGameServerFromMap(mapId); assert(s); s->send(msg); } void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg) { MessageOut result; GameServer *server = static_cast< GameServer * >(comp); switch (msg.getId()) { case GAMSG_REGISTER: { LOG_DEBUG("GAMSG_REGISTER"); // TODO: check the credentials of the game server server->address = msg.readString(); server->port = msg.readShort(); LOG_INFO("Game server " << server->address << ':' << server->port << " wants to register " << (msg.getUnreadLength() / 2) << " maps."); while (msg.getUnreadLength()) { int id = msg.readShort(); LOG_INFO("Registering map " << id << '.'); if (GameServer *s = getGameServerFromMap(id)) { LOG_ERROR("Server Handler: map is already registered by " << s->address << ':' << s->port << '.'); } else { MessageOut outMsg(AGMSG_ACTIVE_MAP); outMsg.writeShort(id); comp->send(outMsg); MapStatistics &m = server->maps[id]; m.nbThings = 0; m.nbMonsters = 0; } } } break; case GAMSG_PLAYER_DATA: { LOG_DEBUG("GAMSG_PLAYER_DATA"); int id = msg.readLong(); 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_REDIRECT: { LOG_DEBUG("GAMSG_REDIRECT"); int id = msg.readLong(); std::string magic_token(utils::getMagicToken()); if (Character *ptr = storage->getCharacter(id, NULL)) { int mapId = ptr->getMapId(); if (GameServer *s = getGameServerFromMap(mapId)) { registerGameClient(magic_token, ptr); result.writeShort(AGMSG_REDIRECT_RESPONSE); result.writeLong(id); result.writeString(magic_token, MAGIC_TOKEN_LENGTH); result.writeString(s->address); result.writeShort(s->port); } 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.readLong(); std::string magic_token = msg.readString(MAGIC_TOKEN_LENGTH); if (Character *ptr = storage->getCharacter(id, NULL)) { int accountID = ptr->getAccountID(); accountHandler-> mTokenCollector.addPendingConnect(magic_token, accountID); delete ptr; } else { LOG_ERROR("Received data for non-existing character " << id << '.'); } } break; case GAMSG_GET_QUEST: { int id = msg.readLong(); std::string name = msg.readString(); std::string value = storage->getQuestVar(id, name); result.writeShort(AGMSG_GET_QUEST_RESPONSE); result.writeLong(id); result.writeString(name); result.writeString(value); } break; case GAMSG_SET_QUEST: { int id = msg.readLong(); std::string name = msg.readString(); std::string value = msg.readString(); storage->setQuestVar(id, name, value); } break; case GAMSG_BAN_PLAYER: { int id = msg.readLong(); int duration = msg.readShort(); storage->banCharacter(id, duration); } break; #if 0 case GAMSG_GUILD_CREATE: { LOG_DEBUG("GAMSG_GUILD_CREATE"); result.writeShort(AGMSG_GUILD_CREATE_RESPONSE); // Check if the guild name is taken already int playerId = msg.readLong(); std::string guildName = msg.readString(); if (guildManager->findByName(guildName) != NULL) { result.writeByte(ERRMSG_ALREADY_TAKEN); break; } result.writeByte(ERRMSG_OK); Storage &store = Storage::instance("tmw"); CharacterPtr ptr = store.getCharacter(playerId); // Add guild to character data. ptr->addGuild(guildName); // Who to send data to at the other end result.writeLong(playerId); short guildId = guildManager->createGuild(guildName, ptr.get()); result.writeShort(guildId); result.writeString(guildName); result.writeShort(1); enterChannel(guildName, ptr.get()); } break; case GAMSG_GUILD_INVITE: { // Add Inviting member to guild here LOG_DEBUG("Received msg ... GAMSG_GUILD_INVITE"); result.writeShort(AGMSG_GUILD_INVITE_RESPONSE); // Check if user can invite users int playerId = msg.readLong(); short id = msg.readShort(); std::string member = msg.readString(); Guild *guild = guildManager->findById(id); Storage &store = Storage::instance("tmw"); CharacterPtr ptr = store.getCharacter(playerId); if (!guild->checkLeader(ptr.get())) { // Return that the user doesnt have the rights to invite. result.writeByte(ERRMSG_INSUFFICIENT_RIGHTS); break; } if (guild->checkInGuild(member)) { // Return that invited member already in guild. result.writeByte(ERRMSG_ALREADY_TAKEN); break; } // Send invite to player using chat server if (store.doesCharacterNameExist(member)) { sendInvite(member, ptr->getName(), guild->getName()); } guild->addInvited(member); result.writeByte(ERRMSG_OK); } break; case GAMSG_GUILD_ACCEPT: { // Add accepting into guild LOG_DEBUG("Received msg ... GAMSG_GUILD_ACCEPT"); result.writeShort(AGMSG_GUILD_ACCEPT_RESPONSE); int playerId = msg.readLong(); std::string guildName = msg.readString(); Guild *guild = guildManager->findByName(guildName); if (!guild) { // Return the guild does not exist. result.writeByte(ERRMSG_INVALID_ARGUMENT); break; } Storage &store = Storage::instance("tmw"); CharacterPtr ptr = store.getCharacter(playerId); if (!guild->checkInvited(ptr->getName())) { // Return the user was not invited. result.writeByte(ERRMSG_INSUFFICIENT_RIGHTS); break; } if (guild->checkInGuild(ptr->getName())) { // Return that the player is already in the guild. result.writeByte(ERRMSG_ALREADY_TAKEN); break; } result.writeByte(ERRMSG_OK); // Who to send data to at the other end result.writeLong(playerId); // The guild id and guild name they have joined result.writeShort(guild->getId()); result.writeString(guildName); // Add member to guild guildManager->addGuildMember(guild->getId(), ptr.get()); // Add guild to character ptr->addGuild(guildName); // Enter Guild Channel enterChannel(guildName, ptr.get()); } break; case GAMSG_GUILD_GET_MEMBERS: { LOG_DEBUG("Received msg ... GAMSG_GUILD_GET_MEMBERS"); result.writeShort(AGMSG_GUILD_GET_MEMBERS_RESPONSE); int playerId = msg.readLong(); short guildId = msg.readShort(); Guild *guild = guildManager->findById(guildId); if (!guild) { result.writeByte(ERRMSG_INVALID_ARGUMENT); break; } result.writeByte(ERRMSG_OK); result.writeLong(playerId); result.writeShort(guildId); for (int i = 0; i < guild->totalMembers(); ++i) { result.writeString(guild->getMember(i)); } } break; case GAMSG_GUILD_QUIT: { LOG_DEBUG("Received msg ... GAMSG_GUILD_QUIT"); result.writeShort(AGMSG_GUILD_QUIT_RESPONSE); int playerId = msg.readLong(); short guildId = msg.readShort(); Guild *guild = guildManager->findById(guildId); if (!guild) { result.writeByte(ERRMSG_INVALID_ARGUMENT); break; } Storage &store = Storage::instance("tmw"); CharacterPtr ptr = store.getCharacter(playerId); guildManager->removeGuildMember(guildId, ptr.get()); result.writeByte(ERRMSG_OK); result.writeLong(playerId); result.writeShort(guildId); } break; #endif default: LOG_WARN("ServerHandler::processMessage, Invalid message type: " << msg.getId()); result.writeShort(XXMSG_INVALID); break; } // return result if (result.getLength() > 0) comp->send(result); } #if 0 void ServerHandler::enterChannel(const std::string &name, CharacterData *player) { MessageOut result(CPMSG_ENTER_CHANNEL_RESPONSE); short channelId = chatChannelManager->getChannelId(name); ChatChannel *channel = chatChannelManager->getChannel(channelId); if (!channel) { // Channel doesn't exist yet so create one channelId = chatChannelManager->registerPrivateChannel(name, "Guild Channel", ""); channel = chatChannelManager->getChannel(channelId); } if (channel && channel->addUser(player->getName())) { result.writeByte(ERRMSG_OK); // The user entered the channel, now give him the channel id, the // announcement string and the user list. result.writeShort(channelId); result.writeString(name); result.writeString(channel->getAnnouncement()); const ChatChannel::ChannelUsers &userList = channel->getUserList(); for (ChatChannel::ChannelUsers::const_iterator i = userList.begin(), i_end = userList.end(); i != i_end; ++i) { result.writeString(*i); } // Send an CPMSG_UPDATE_CHANNEL to warn other clients a user went // in the channel. chatHandler->warnUsersAboutPlayerEventInChat(channel, player->getName(), CHAT_EVENT_NEW_PLAYER); } chatHandler->sendGuildEnterChannel(result, player->getName()); } void ServerHandler::sendInvite(const std::string &invitedName, const std::string &inviterName, const std::string &guildName) { // TODO: Separate account and chat server chatHandler->sendGuildInvite(invitedName, inviterName, guildName); } #endif