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/*
* 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 "gamehandler.h"
#include <iostream>
#include <map>
#include "gameclient.h"
#include "map.h"
#include "messagein.h"
#include "messageout.h"
#include "netcomputer.h"
#include "packet.h"
#include "state.h"
#include "utils/logger.h"
struct GamePendingLogin
{
PlayerPtr character;
int timeout;
};
typedef std::map< std::string, GamePendingLogin > GamePendingLogins;
typedef std::map< std::string, GameClient * > GamePendingClients;
/**
* The pending logins represent clients who were given a magic token by the
* account server but who have not yet logged in to the game server.
*/
static GamePendingLogins pendingLogins;
/**
* The pending clients represent clients who tried to login to the game server,
* but for which no magic token is available yet. This can happen when the
* communication between the account server and client went faster than the
* communication between the account server and the game server.
*/
static GamePendingClients pendingClients;
/**
* Notification that a particular token has been given to allow a certain
* player to enter the game.
*
* This method is currently called directly from the account server. Later on
* it should be a message sent from the account server to the game server.
*/
void registerGameClient(std::string const &token, PlayerPtr ch)
{
GamePendingClients::iterator i = pendingClients.find(token);
if (i != pendingClients.end())
{
GameClient *computer = i->second;
computer->setCharacter(ch);
pendingClients.erase(i);
MessageOut result;
result.writeShort(GPMSG_CONNECT_RESPONSE);
result.writeByte(ERRMSG_OK);
computer->send(result.getPacket());
}
else
{
GamePendingLogin p;
p.character = ch;
p.timeout = 300; // world ticks
pendingLogins.insert(std::make_pair(token, p));
}
}
void GameHandler::removeOutdatedPending()
{
GamePendingLogins::iterator i = pendingLogins.begin();
GamePendingLogins::iterator next;
while (i != pendingLogins.end())
{
next = i;
++next;
if (--i->second.timeout <= 0)
{
pendingLogins.erase(i);
}
i = next;
}
}
NetComputer *GameHandler::computerConnected(ENetPeer *peer)
{
return new GameClient(this, peer);
}
void GameHandler::computerDisconnected(NetComputer *computer)
{
GamePendingClients::iterator i;
for (i = pendingClients.begin(); i != pendingClients.end(); ++i)
{
if (i->second == computer)
{
pendingClients.erase(i);
break;
}
}
delete computer;
}
void GameHandler::process()
{
ConnectionHandler::process();
removeOutdatedPending();
}
void GameHandler::processMessage(NetComputer *comp, MessageIn &message)
{
GameClient &computer = *static_cast< GameClient * >(comp);
MessageOut result;
if (computer.getCharacter().get() == NULL) {
if (message.getId() != PGMSG_CONNECT) return;
std::string magic_token = message.readString(32);
GamePendingLogins::iterator i = pendingLogins.find(magic_token);
if (i == pendingLogins.end())
{
GamePendingClients::iterator i;
for (i = pendingClients.begin(); i != pendingClients.end(); ++i)
{
if (i->second == &computer) return;
}
pendingClients.insert(std::make_pair(magic_token, &computer));
return;
}
computer.setCharacter(i->second.character);
pendingLogins.erase(i);
result.writeShort(GPMSG_CONNECT_RESPONSE);
result.writeByte(ERRMSG_OK);
computer.send(result.getPacket());
return;
}
switch (message.getId())
{
case PGMSG_SAY:
{
std::string say = message.readString();
sayAround(computer, say);
} break;
case PGMSG_PICKUP:
{
// add item to inventory (this is too simplistic atm)
unsigned int itemId = message.readLong();
// remove the item from world map
// send feedback
computer.getCharacter()->addInventory(itemId);
result.writeShort(GPMSG_PICKUP_RESPONSE);
result.writeByte(ERRMSG_OK);
} break;
case PGMSG_USE_ITEM:
{
unsigned int itemId = message.readLong();
result.writeShort(GPMSG_USE_RESPONSE);
if (computer.getCharacter()->hasItem(itemId)) {
// use item
// this should execute a script which will do the appropriate action
// (the script will determine if the item is 1 use only)
result.writeByte(ERRMSG_OK);
} else {
result.writeByte(ERRMSG_FAILURE);
}
} break;
case PGMSG_WALK:
{
unsigned x = message.readShort();
unsigned y = message.readShort();
computer.getCharacter()->setDestination(x, y);
// no response should be required
} break;
case PGMSG_EQUIP:
{
int itemId = message.readLong();
char slot = message.readByte();
result.writeShort(GPMSG_EQUIP_RESPONSE);
result.writeByte(computer.getCharacter()->equip(itemId, slot) ?
ERRMSG_OK : ERRMSG_FAILURE);
} break;
default:
LOG_WARN("Invalid message type", 0);
result.writeShort(XXMSG_INVALID);
break;
}
if (result.getDataSize() > 0)
computer.send(result.getPacket());
}
void GameHandler::sayAround(GameClient &computer, std::string const &text)
{
PlayerPtr beingPtr = computer.getCharacter();
MessageOut msg(GPMSG_SAY);
msg.writeString(beingPtr->getName());
msg.writeString(text);
unsigned speakerMapId = beingPtr->getMapId();
std::pair<unsigned, unsigned> speakerXY = beingPtr->getXY();
for (NetComputers::iterator i = clients.begin(), i_end = clients.end();
i != i_end; ++i)
{
// See if the other being is near enough, then send the message
Player const *listener =
static_cast<GameClient *>(*i)->getCharacter().get();
if (!listener || listener->getMapId() != speakerMapId) {
continue;
}
std::pair<unsigned, unsigned> listenerXY = listener->getXY();
if (areAround(listenerXY.first, listenerXY.second,
speakerXY.first, speakerXY.second))
{
(*i)->send(msg.getPacket());
}
}
}
void GameHandler::sendTo(PlayerPtr beingPtr, MessageOut &msg)
{
for (NetComputers::iterator i = clients.begin(); i != clients.end(); ++i)
{
PlayerPtr clientChar = static_cast<GameClient *>(*i)->getCharacter();
if (clientChar.get() == beingPtr.get())
{
(*i)->send(msg.getPacket());
break;
}
}
}
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