/* Copyright: (c) Kayne Ruse 2014 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #include "server_application.hpp" #include #include #include //------------------------- //server commands //------------------------- void ServerApplication::HandleShutdownRequest(ClientPacket* const argPacket) { //get the account and client data AccountData* accountData = accountMgr.Get(argPacket->accountIndex); if (!accountData) { return; } ClientData* clientData = clientMgr.Get(accountData->GetClientIndex()); if (!clientData) { std::ostringstream msg; msg << "No client found for an account: " << accountData->GetUsername(); throw(std::logic_error(msg.str())); } //check for fraud if (clientData->GetAddress() != argPacket->srcAddress) { std::cerr << "Falsified server shutdown detected from: " << accountData->GetUsername() << std::endl; return; } //reject non-admin requests if (accountData->GetAdministrator() != true) { std::cerr << "Rejected server shutdown command from: " << accountData->GetUsername() << std::endl; //build the message std::ostringstream msg; msg << "Invalid admin status"; //build the packet TextPacket newPacket; newPacket.type = SerialPacketType::SHUTDOWN_REJECTION; strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE); //send the rejection message network.SendTo(argPacket->srcAddress, static_cast(&newPacket)); return; } //end the server running = false; //disconnect all clients TextPacket newPacket; newPacket.type = SerialPacketType::DISCONNECT_FORCED; strncpy(newPacket.text, "Server shutdown", PACKET_STRING_SIZE); PumpPacket(&newPacket); //finished this routine std::cout << "Shutdown signal accepted" << std::endl; } /* //SET: entities void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) { CharacterData* character = characterMgr.Get(argPacket->characterIndex); //make a new character if this one doesn't exist if (!character) { HandleCharacterNew(argPacket); return; } //accept client-side logic character->SetRoomIndex(argPacket->roomIndex); character->SetOrigin(argPacket->origin); character->SetMotion(argPacket->motion); //TODO: gameplay components: equipment, items, buffs, debuffs PumpPacket(argPacket); } //------------------------- //mismanagement //------------------------- //SET: delete void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) { //TODO: compensate for large distances //NOTE: I quite dislike this function //send all of the server's data to this client ClientData* client = clientMgr.Get(argPacket->clientIndex); //send all characters CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_SET_ORIGIN; for (auto& it : *characterMgr.GetContainer()) { CopyCharacterToPacket(&newPacket, it.first); network.SendTo(client->GetAddress(), static_cast(&newPacket)); } //TODO: more in HandleSynchronize() } //SET: utility/manager void ServerApplication::CleanupLostConnection(int clientIndex) { //NOTE: This assumes each player has only one account and character at a time //TODO: handle multiple characters (bots, etc.) //send a disconnection message just in case ClientPacket newPacket; newPacket.type = SerialPacketType::DISCONNECT_FORCED; network.SendTo(clientMgr.Get(clientIndex)->GetAddress(), &newPacket); //find the account int accountIndex = -1; for (auto& it : *accountMgr.GetContainer()) { if (it.second.GetClientIndex() == clientIndex) { accountIndex = it.first; break; } } //find the character int characterIndex = -1; for (auto& it : *characterMgr.GetContainer()) { if (it.second.GetOwner() == accountIndex) { characterIndex = it.first; break; } } //clean up this mess characterMgr.Unload(characterIndex); accountMgr.Unload(accountIndex); clientMgr.Unload(clientIndex); PumpCharacterUnload(characterIndex); //output a message std::cerr << "Connection lost: " << std::endl; std::cerr << "\tClient: " << clientIndex << std::endl; std::cerr << "\tAccount: " << accountIndex << std::endl; std::cerr << "\tCharacter: " << characterIndex << std::endl; std::cout << clientMgr.GetLoadedCount() << " clients and " << accountMgr.GetLoadedCount() << " accounts total" << std::endl; } //SET: utility/delete void ServerApplication::PumpCharacterUnload(int uid) { //delete the client-side character(s) //NOTE: This is a strange function CharacterPacket newPacket; newPacket.type = SerialPacketType::CHARACTER_DELETE; newPacket.characterIndex = uid; PumpPacket(static_cast(&newPacket)); } //SET: utility/delete void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) { CharacterData* character = characterMgr.Get(characterIndex); if (!character) { throw(std::runtime_error("Failed to copy a character to a packet")); } //TODO: keep this up to date when the character changes packet->characterIndex = characterIndex; strncpy(packet->handle, character->GetHandle().c_str(), PACKET_STRING_SIZE); strncpy(packet->avatar, character->GetAvatar().c_str(), PACKET_STRING_SIZE); packet->accountIndex = character->GetOwner(); packet->roomIndex = character->GetRoomIndex(); packet->origin = character->GetOrigin(); packet->motion = character->GetMotion(); } //TODO: remove this terminate comment //*/