/* * 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 #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/connectionhandler.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" struct MapStatistics { std::vector< int > players; unsigned short nbThings; unsigned short nbMonsters; }; typedef std::map< unsigned short, MapStatistics > ServerStatistics; /** * Stores address, maps, and statistics, of a connected game server. */ struct GameServer: NetComputer { GameServer(ENetPeer *peer): NetComputer(peer), port(0) {} 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) { serverHandler = new ServerHandler; LOG_INFO("Game server handler started:"); return serverHandler->startListen(port); } 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) { 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 i = server->maps.find(mapId); if (i == 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, std::string const &token, Character *ptr) { MessageOut msg(AGMSG_PLAYER_ENTER); msg.writeString(token, MAGIC_TOKEN_LENGTH); msg.writeLong(ptr->getDatabaseID()); msg.writeString(ptr->getName()); serializeCharacterData(*ptr, msg); s->send(msg); } void GameServerHandler::registerClient(std::string const &token, Character *ptr) { GameServer *s = ::getGameServerFromMap(ptr->getMapId()); assert(s); registerGameClient(s, token, ptr); } 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(s, 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(); AccountClientHandler::prepareReconnect(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; case GAMSG_STATISTICS: { while (msg.getUnreadLength()) { int mapId = msg.readShort(); 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.nbThings = msg.readShort(); m.nbMonsters = msg.readShort(); int nb = msg.readShort(); m.players.resize(nb); for (int j = 0; j < nb; ++j) { m.players[j] = msg.readLong(); } } } break; default: LOG_WARN("ServerHandler::processMessage, Invalid message type: " << msg.getId()); result.writeShort(XXMSG_INVALID); break; } // return result if (result.getLength() > 0) comp->send(result); } 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) { MapStatistics const &m = j->second; os << "first << "\" nb_things=\"" << m.nbThings << "\" nb_monsters=\"" << m.nbMonsters << "\">\n"; for (std::vector< int >::const_iterator k = m.players.begin(), k_end = m.players.end(); k != k_end; ++k) { os << "\n"; } os << "\n"; } os << "\n"; } } void GameServerHandler::sendPartyChange(Character *ptr, int partyId) { GameServer *s = ::getGameServerFromMap(ptr->getMapId()); if (s) { MessageOut msg(CGMSG_CHANGED_PARTY); msg.writeLong(ptr->getDatabaseID()); msg.writeLong(partyId); s->send(msg); } }