375 lines
11 KiB
C++
375 lines
11 KiB
C++
/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "server_application.hpp"
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#include <chrono>
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#include <iostream>
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#include <sstream>
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//-------------------------
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//server commands
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//-------------------------
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//void ServerApplication::HandleDisconnectForced(ClientPacket* const argPacket) {
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// //TODO
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//}
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void ServerApplication::HandleShutdownRequest(ClientPacket* const argPacket) {
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//get the account and client data
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AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
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if (!accountData) {
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return;
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}
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ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
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if (!clientData) {
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std::ostringstream msg;
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msg << "No client found for an account: " << accountData->GetUsername();
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throw(std::logic_error(msg.str()));
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}
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//check for fraud
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if (clientData->GetAddress() != argPacket->srcAddress) {
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std::cerr << "Falsified server shutdown detected from: " << accountData->GetUsername() << std::endl;
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return;
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}
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//reject non-admin requests
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if (accountData->GetAdministrator() != true) {
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std::cerr << "Rejected server shutdown command from: " << accountData->GetUsername() << std::endl;
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//build the message
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std::ostringstream msg;
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msg << "Invalid admin status";
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//build the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::SHUTDOWN_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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//send the rejection message
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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return;
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}
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//end the server
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running = false;
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//disconnect all clients
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//ClientPacket newPacket;
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//newPacket.type = SerialPacketType::DISCONNECT_FORCED;
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//PumpPacket(&newPacket);
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//finished this routine
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std::cout << "Shutdown signal accepted" << std::endl;
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}
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//-------------------------
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//data management
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//-------------------------
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void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
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//get the region object, send a rejection on error
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RoomData* room = roomMgr.Get(argPacket->roomIndex);
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if (!room) {
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//build the error message
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std::ostringstream msg;
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msg << "Failed to find Region (" << argPacket->roomIndex << "," << argPacket->x << "," << argPacket->y << "); ";
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msg << "Room " << argPacket->roomIndex << " does not exist";
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//build the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::REGION_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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//log the error
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std::cerr << "Error message sent: " << newPacket.text << std::endl;
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return;
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}
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Region* region = room->GetPager()->GetRegion(argPacket->x, argPacket->y);
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//send the content
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RegionPacket newPacket;
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newPacket.type = SerialPacketType::REGION_CONTENT;
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newPacket.roomIndex = argPacket->roomIndex;
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newPacket.x = argPacket->x;
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newPacket.y = argPacket->y;
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newPacket.region = region;
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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}
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//-------------------------
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//Character Management
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//-------------------------
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void ServerApplication::HandleCharacterCreate(CharacterPacket* const argPacket) {
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int characterIndex = characterMgr.Create(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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if (characterIndex < 0) {
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//build the error message
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std::ostringstream msg;
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msg << "Character already exists: " << argPacket->handle;
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//build & send the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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return;
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}
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//send this character to the player
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_CREATE;
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//TODO: pump character load
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}
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void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//get the user's data
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AccountData* accountData = accountMgr.Get(argPacket->accountIndex);
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if (!accountData) {
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return;
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}
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ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
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if (!clientData) {
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return;
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}
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//check for fraud
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if (clientData->GetAddress() != argPacket->srcAddress) {
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std::cerr << "Falsified character deletion detected targeting: " << argPacket->handle << std::endl;
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return;
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}
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//load the character into memory
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int characterIndex = characterMgr.Load(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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if (characterIndex < 0) {
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//build the error message
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std::ostringstream msg;
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msg << "Cannot delete this character";
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//build & send the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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return;
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}
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//delete the character
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characterMgr.Delete(characterIndex);
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//TODO: pump character unload
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}
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void ServerApplication::HandleCharacterLoad(CharacterPacket* const argPacket) {
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int characterIndex = characterMgr.Load(argPacket->accountIndex, argPacket->handle, argPacket->avatar);
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if (characterIndex < 0) {
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//build the error message
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std::ostringstream msg;
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if (characterIndex == -1) {
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msg << "Character already loaded: ";
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}
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if (characterIndex == -1) {
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msg << "Character name is taken: ";
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}
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msg << argPacket->handle;
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//build & send the packet
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TextPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_REJECTION;
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strncpy(newPacket.text, msg.str().c_str(), PACKET_STRING_SIZE);
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network.SendTo(argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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return;
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}
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//send this character to the player
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_CREATE;
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//TODO: pump character load
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}
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void ServerApplication::HandleCharacterUnload(CharacterPacket* const argPacket) {
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//get the entries
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CharacterData* characterData = characterMgr.Get(argPacket->characterIndex);
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if (!characterData) {
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return;
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}
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AccountData* accountData = accountMgr.Get(characterData->GetOwner());
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if (!accountData) {
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return; //TODO: logic_error
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}
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ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
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if (!clientData) {
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return; //TODO: logic_error
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}
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//check for fraud
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if (clientData->GetAddress() != argPacket->srcAddress) {
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std::cerr << "Falsified character unload detected targeting: uid(" << argPacket->characterIndex << ")" << std::endl;
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return;
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}
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//unload the character
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characterMgr.Unload(argPacket->characterIndex);
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//TODO: pump character unload
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}
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/*
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//SET: entities
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void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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CharacterData* character = characterMgr.Get(argPacket->characterIndex);
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//make a new character if this one doesn't exist
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if (!character) {
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HandleCharacterNew(argPacket);
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return;
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}
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//accept client-side logic
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character->SetRoomIndex(argPacket->roomIndex);
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character->SetOrigin(argPacket->origin);
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character->SetMotion(argPacket->motion);
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//TODO: gameplay components: equipment, items, buffs, debuffs
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PumpPacket(argPacket);
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}
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//-------------------------
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//mismanagement
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//-------------------------
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//SET: delete
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void ServerApplication::HandleSynchronize(ClientPacket* const argPacket) {
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//TODO: compensate for large distances
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//NOTE: I quite dislike this function
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//send all of the server's data to this client
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ClientData* client = clientMgr.Get(argPacket->clientIndex);
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//send all characters
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_SET_ORIGIN;
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for (auto& it : *characterMgr.GetContainer()) {
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CopyCharacterToPacket(&newPacket, it.first);
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network.SendTo(client->GetAddress(), static_cast<SerialPacket*>(&newPacket));
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}
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//TODO: more in HandleSynchronize()
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}
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//SET: utility/manager
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void ServerApplication::CleanupLostConnection(int clientIndex) {
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//NOTE: This assumes each player has only one account and character at a time
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//TODO: handle multiple characters (bots, etc.)
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//send a disconnection message just in case
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ClientPacket newPacket;
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newPacket.type = SerialPacketType::DISCONNECT_FORCED;
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network.SendTo(clientMgr.Get(clientIndex)->GetAddress(), &newPacket);
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//find the account
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int accountIndex = -1;
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for (auto& it : *accountMgr.GetContainer()) {
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if (it.second.GetClientIndex() == clientIndex) {
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accountIndex = it.first;
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break;
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}
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}
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//find the character
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int characterIndex = -1;
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for (auto& it : *characterMgr.GetContainer()) {
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if (it.second.GetOwner() == accountIndex) {
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characterIndex = it.first;
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break;
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}
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}
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//clean up this mess
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characterMgr.Unload(characterIndex);
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accountMgr.Unload(accountIndex);
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clientMgr.Unload(clientIndex);
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PumpCharacterUnload(characterIndex);
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//output a message
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std::cerr << "Connection lost: " << std::endl;
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std::cerr << "\tClient: " << clientIndex << std::endl;
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std::cerr << "\tAccount: " << accountIndex << std::endl;
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std::cerr << "\tCharacter: " << characterIndex << std::endl;
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std::cout << clientMgr.GetLoadedCount() << " clients and " << accountMgr.GetLoadedCount() << " accounts total" << std::endl;
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}
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//SET: utility
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//TODO: a function that only sends to characters in a certain proximity
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//SET: utility
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void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
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for (auto& it : *clientMgr.GetContainer()) {
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network.SendTo(it.second.GetAddress(), argPacket);
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}
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}
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//SET: utility/delete
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void ServerApplication::PumpCharacterUnload(int uid) {
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//delete the client-side character(s)
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//NOTE: This is a strange function
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_DELETE;
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newPacket.characterIndex = uid;
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PumpPacket(static_cast<SerialPacket*>(&newPacket));
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}
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//SET: utility/delete
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void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex) {
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CharacterData* character = characterMgr.Get(characterIndex);
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if (!character) {
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throw(std::runtime_error("Failed to copy a character to a packet"));
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}
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//TODO: keep this up to date when the character changes
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packet->characterIndex = characterIndex;
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strncpy(packet->handle, character->GetHandle().c_str(), PACKET_STRING_SIZE);
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strncpy(packet->avatar, character->GetAvatar().c_str(), PACKET_STRING_SIZE);
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packet->accountIndex = character->GetOwner();
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packet->roomIndex = character->GetRoomIndex();
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packet->origin = character->GetOrigin();
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packet->motion = character->GetMotion();
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}
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//TODO: remove this terminate comment
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//*/ |