/*
* 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 .
*/
#include "game-server/accountconnection.h"
#include "common/configuration.h"
#include "common/defines.h"
#include "game-server/being.h"
#include "game-server/charactercomponent.h"
#include "game-server/gamehandler.h"
#include "game-server/mapcomposite.h"
#include "game-server/mapmanager.h"
#include "game-server/item.h"
#include "game-server/itemmanager.h"
#include "game-server/postman.h"
#include "game-server/quest.h"
#include "game-server/state.h"
#include "net/messagein.h"
#include "utils/logger.h"
#include "utils/tokendispenser.h"
/** Maximum size of sync buffer in bytes. */
const unsigned SYNC_BUFFER_SIZE = 1024;
/** Maximum number of messages in sync buffer. */
const int SYNC_BUFFER_LIMIT = 20;
AccountConnection::AccountConnection():
mSyncBuffer(nullptr),
mSyncMessages(0)
{
}
AccountConnection::~AccountConnection()
{
delete mSyncBuffer;
}
bool AccountConnection::start(int gameServerPort)
{
const std::string accountServerAddress =
Configuration::getValue("net_accountListenToGameHost",
Configuration::getValue("net_accountHost", "localhost"));
// When the accountListenToGamePort is set, we use it.
// Otherwise, we use the accountListenToClientPort + 1 if the option is set.
// If neither, the DEFAULT_SERVER_PORT + 1 is used.
int alternativePort =
Configuration::getValue("net_accountListenToClientPort", 0) + 1;
if (alternativePort == 1)
alternativePort = DEFAULT_SERVER_PORT + 1;
const int accountServerPort =
Configuration::getValue("net_accountListenToGamePort", alternativePort);
if (!Connection::start(accountServerAddress, accountServerPort))
{
LOG_INFO("Unable to create a connection to an account server.");
return false;
}
LOG_INFO("Connection established to the account server.");
const std::string gameServerName =
Configuration::getValue("net_gameServerName", std::string());
const std::string gameServerAddress =
Configuration::getValue("net_publicGameHost",
Configuration::getValue("net_gameHost",
"localhost"));
const std::string password =
Configuration::getValue("net_password", "changeMe");
// Register with the account server
MessageOut msg(GAMSG_REGISTER);
msg.writeString(gameServerName);
msg.writeString(gameServerAddress);
msg.writeInt16(gameServerPort);
msg.writeString(password);
msg.writeInt32(itemManager->getDatabaseVersion());
send(msg);
// initialize sync buffer
if (!mSyncBuffer)
mSyncBuffer = new MessageOut(GAMSG_PLAYER_SYNC);
return true;
}
void AccountConnection::sendCharacterData(Entity *p)
{
MessageOut msg(GAMSG_PLAYER_DATA);
auto *characterComponent = p->getComponent();
msg.writeInt32(characterComponent->getDatabaseID());
characterComponent->serialize(*p, msg);
send(msg);
}
void AccountConnection::processMessage(MessageIn &msg)
{
LOG_DEBUG("Received message " << msg << " from account server");
switch (msg.getId())
{
case AGMSG_REGISTER_RESPONSE:
{
if (msg.readInt16() != DATA_VERSION_OK)
{
LOG_ERROR("Item database is outdated! Please update to "
"prevent inconsistencies");
stop(); // Disconnect gracefully from account server.
// Stop gameserver to prevent inconsistencies.
exit(EXIT_DB_EXCEPTION);
}
else
{
LOG_DEBUG("Local item database is "
"in sync with account server.");
}
if (msg.readInt16() != PASSWORD_OK)
{
LOG_ERROR("This game server sent a invalid password");
stop();
exit(EXIT_BAD_CONFIG_PARAMETER);
}
// read world state variables
while (msg.getUnreadLength())
{
std::string key = msg.readString();
std::string value = msg.readString();
if (!key.empty() && !value.empty())
{
GameState::setVariableFromDbserver(key, value);
}
}
} break;
case AGMSG_PLAYER_ENTER:
{
std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
auto character = new Entity(OBJECT_CHARACTER);
character->addComponent(new ActorComponent(*character));
character->addComponent(new BeingComponent(*character));
character->addComponent(new CharacterComponent(*character, msg));
gameHandler->addPendingCharacter(token, character);
} break;
case AGMSG_ACTIVE_MAP:
{
int mapId = msg.readInt16();
if (MapManager::activateMap(mapId))
{
// Set map variables
MapComposite *m = MapManager::getMap(mapId);
int mapVarsNumber = msg.readInt16();
for(int i = 0; i < mapVarsNumber; ++i)
{
std::string key = msg.readString();
std::string value = msg.readString();
if (!key.empty() && !value.empty())
m->setVariableFromDbserver(key, value);
}
// Recreate potential persistent floor items
LOG_DEBUG("Recreate persistant items on map " << mapId);
int floorItemsNumber = msg.readInt16();
for (int i = 0; i < floorItemsNumber; ++i)
{
int itemId = msg.readInt32();
int amount = msg.readInt16();
int posX = msg.readInt16();
int posY = msg.readInt16();
if (ItemClass *ic = itemManager->getItem(itemId))
{
Entity *item = Item::create(m,
Point(posX, posY),
ic, amount);
if (!GameState::insertOrDelete(item))
{
// The map is full.
LOG_WARN("Couldn't add floor item(s) " << itemId
<< " into map " << mapId);
return;
}
}
}
}
} break;
case AGMSG_SET_VAR_WORLD:
{
std::string key = msg.readString();
std::string value = msg.readString();
GameState::setVariableFromDbserver(key, value);
LOG_DEBUG("Global variable \"" << key << "\" has changed to \""
<< value << "\"");
} break;
case AGMSG_REDIRECT_RESPONSE:
{
int id = msg.readInt32();
std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
std::string address = msg.readString();
int port = msg.readInt16();
gameHandler->completeServerChange(id, token, address, port);
} break;
case AGMSG_GET_VAR_CHR_RESPONSE:
{
int id = msg.readInt32();
std::string name = msg.readString();
std::string value = msg.readString();
recoveredQuestVar(id, name, value);
} break;
case CGMSG_CHANGED_PARTY:
{
// Character DB id
int charid = msg.readInt32();
// Party id, 0 for none
int partyid = msg.readInt32();
gameHandler->updateCharacter(charid, partyid);
} break;
case CGMSG_POST_RESPONSE:
{
// get the character
Entity *character = postMan->getCharacter(msg.readInt32());
// check character is still valid
if (!character)
{
break;
}
std::string sender = msg.readString();
std::string letter = msg.readString();
postMan->gotPost(character, sender, letter);
} break;
case CGMSG_STORE_POST_RESPONSE:
{
// get character
Entity *character = postMan->getCharacter(msg.readInt32());
// check character is valid
if (!character)
{
break;
}
// TODO: Get NPC to tell character if the sending of post
// was successful or not
} break;
default:
LOG_WARN("Invalid message type");
break;
}
}
void AccountConnection::playerReconnectAccount(int id,
const std::string &magic_token)
{
LOG_DEBUG("Send GAMSG_PLAYER_RECONNECT.");
MessageOut msg(GAMSG_PLAYER_RECONNECT);
msg.writeInt32(id);
msg.writeString(magic_token, MAGIC_TOKEN_LENGTH);
send(msg);
}
void AccountConnection::requestCharacterVar(Entity *ch,
const std::string &name)
{
MessageOut msg(GAMSG_GET_VAR_CHR);
msg.writeInt32(ch->getComponent()->getDatabaseID());
msg.writeString(name);
send(msg);
}
void AccountConnection::updateCharacterVar(Entity *ch,
const std::string &name,
const std::string &value)
{
MessageOut msg(GAMSG_SET_VAR_CHR);
msg.writeInt32(ch->getComponent()->getDatabaseID());
msg.writeString(name);
msg.writeString(value);
send(msg);
}
void AccountConnection::updateMapVar(MapComposite *map,
const std::string &name,
const std::string &value)
{
MessageOut msg(GAMSG_SET_VAR_MAP);
msg.writeInt32(map->getID());
msg.writeString(name);
msg.writeString(value);
send(msg);
}
void AccountConnection::updateWorldVar(const std::string &name,
const std::string &value)
{
MessageOut msg(GAMSG_SET_VAR_WORLD);
msg.writeString(name);
msg.writeString(value);
send(msg);
}
void AccountConnection::banCharacter(Entity *ch, int duration)
{
MessageOut msg(GAMSG_BAN_PLAYER);
msg.writeInt32(ch->getComponent()->getDatabaseID());
msg.writeInt32(duration);
send(msg);
}
void AccountConnection::sendStatistics()
{
MessageOut msg(GAMSG_STATISTICS);
const MapManager::Maps &maps = MapManager::getMaps();
for (auto map : maps)
{
MapComposite *m = map.second;
if (!m->isActive()) continue;
msg.writeInt16(map.first);
int nbEntities = 0, nbMonsters = 0;
using Entities = std::vector;
const Entities &things = m->getEverything();
std::vector< int > players;
for (auto t : things)
{
switch (t->getType())
{
case OBJECT_CHARACTER:
{
auto *characterComponent =
t->getComponent();
players.push_back(characterComponent->getDatabaseID());
break;
}
case OBJECT_MONSTER:
++nbMonsters;
break;
default:
++nbEntities;
}
}
msg.writeInt16(nbEntities);
msg.writeInt16(nbMonsters);
msg.writeInt16(players.size());
for (int player : players)
{
msg.writeInt32(player);
}
}
send(msg);
}
void AccountConnection::sendPost(Entity *c, MessageIn &msg)
{
// send message to account server with id of sending player,
// the id of receiving player, the letter receiver and contents, and attachments
LOG_DEBUG("Sending GCMSG_STORE_POST.");
MessageOut out(GCMSG_STORE_POST);
out.writeInt32(c->getComponent()->getDatabaseID());
out.writeString(msg.readString()); // name of receiver
out.writeString(msg.readString()); // content of letter
while (msg.getUnreadLength()) // attachments
{
// write the item id and amount for each attachment
out.writeInt32(msg.readInt16());
out.writeInt32(msg.readInt16());
}
send(out);
}
void AccountConnection::getPost(Entity *c)
{
// let the postman know to expect some post for this character
postMan->addCharacter(c);
// send message to account server with id of retrieving player
LOG_DEBUG("Sending GCMSG_REQUEST_POST");
MessageOut out(GCMSG_REQUEST_POST);
out.writeInt32(c->getComponent()->getDatabaseID());
send(out);
}
void AccountConnection::changeAccountLevel(Entity *c, int level)
{
MessageOut msg(GAMSG_CHANGE_ACCOUNT_LEVEL);
msg.writeInt32(c->getComponent()->getDatabaseID());
msg.writeInt16(level);
send(msg);
}
void AccountConnection::syncChanges(bool force)
{
if (mSyncMessages == 0)
return;
// send buffer if:
// a.) forced by any process
// b.) every 10 seconds
// c.) buffer reaches size of 1kb
// d.) buffer holds more then 20 messages
if (force ||
mSyncMessages > SYNC_BUFFER_LIMIT ||
mSyncBuffer->getLength() > SYNC_BUFFER_SIZE )
{
LOG_DEBUG("Sending GAMSG_PLAYER_SYNC with "
<< mSyncMessages << " messages." );
send(*mSyncBuffer);
delete mSyncBuffer;
mSyncBuffer = new MessageOut(GAMSG_PLAYER_SYNC);
mSyncMessages = 0;
}
else
{
LOG_DEBUG("No changes to sync with account server.");
}
}
void AccountConnection::updateCharacterPoints(int charId, int charPoints,
int corrPoints)
{
++mSyncMessages;
mSyncBuffer->writeInt8(SYNC_CHARACTER_POINTS);
mSyncBuffer->writeInt32(charId);
mSyncBuffer->writeInt32(charPoints);
mSyncBuffer->writeInt32(corrPoints);
syncChanges();
}
void AccountConnection::updateAttributes(int charId, int attrId, double base,
double mod)
{
++mSyncMessages;
mSyncBuffer->writeInt8(SYNC_CHARACTER_ATTRIBUTE);
mSyncBuffer->writeInt32(charId);
mSyncBuffer->writeInt32(attrId);
mSyncBuffer->writeDouble(base);
mSyncBuffer->writeDouble(mod);
syncChanges();
}
void AccountConnection::updateOnlineStatus(int charId, bool online)
{
++mSyncMessages;
mSyncBuffer->writeInt8(SYNC_ONLINE_STATUS);
mSyncBuffer->writeInt32(charId);
mSyncBuffer->writeInt8(online ? 1 : 0);
syncChanges();
}
void AccountConnection::sendTransaction(int id, int action, const std::string &message)
{
MessageOut msg(GAMSG_TRANSACTION);
msg.writeInt32(id);
msg.writeInt32(action);
msg.writeString(message);
send(msg);
}
void AccountConnection::createFloorItems(int mapId, int itemId, int amount,
int posX, int posY)
{
MessageOut msg(GAMSG_CREATE_ITEM_ON_MAP);
msg.writeInt32(mapId);
msg.writeInt32(itemId);
msg.writeInt16(amount);
msg.writeInt16(posX);
msg.writeInt16(posY);
send(msg);
}
void AccountConnection::removeFloorItems(int mapId, int itemId, int amount,
int posX, int posY)
{
MessageOut msg(GAMSG_REMOVE_ITEM_ON_MAP);
msg.writeInt32(mapId);
msg.writeInt32(itemId);
msg.writeInt16(amount);
msg.writeInt16(posX);
msg.writeInt16(posY);
send(msg);
}