/* * 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; #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 (std::list::const_iterater itr = guild->getMembers()->begin(); itr != guild->getMembers()->end(); ++itr) { result.writeString((*itr)); } } 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); } 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"; } } #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