/* * The Mana Server * Copyright (C) 2004-2010 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 #include #include #include "account-server/serverhandler.h" #include "account-server/accountclient.h" #include "account-server/accounthandler.h" #include "account-server/character.h" #include "account-server/flooritem.h" #include "account-server/mapmanager.h" #include "account-server/storage.h" #include "chat-server/chathandler.h" #include "chat-server/post.h" #include "common/configuration.h" #include "common/defines.h" #include "common/manaserv_protocol.h" #include "common/transaction.h" #include "net/connectionhandler.h" #include "net/messageout.h" #include "net/netcomputer.h" #include "serialize/characterdata.h" #include "utils/logger.h" #include "utils/tokendispenser.h" using namespace ManaServ; struct MapStatistics { std::vector players; unsigned short nbEntities; unsigned short nbMonsters; }; typedef std::map ServerStatistics; /** * Stores address, maps, and statistics, of a connected game server. */ struct GameServer: NetComputer { GameServer(ENetPeer *peer): NetComputer(peer), server(0), port(0) {} std::string name; 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, const std::string &host) { MapManager::initialize(DEFAULT_MAPSDB_FILE); serverHandler = new ServerHandler; LOG_INFO("Game server handler started:"); return serverHandler->startListen(port, host); } 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) { LOG_INFO("Game-server disconnected."); 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 it = server->maps.find(mapId); if (it == server->maps.end()) continue; return server; } return nullptr; } 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, const std::string &token, CharacterData *ptr) { MessageOut msg(AGMSG_PLAYER_ENTER); msg.writeString(token, MAGIC_TOKEN_LENGTH); msg.writeInt32(ptr->getDatabaseID()); msg.writeString(ptr->getName()); serializeCharacterData(*ptr, msg); s->send(msg); } void GameServerHandler::registerClient(const std::string &token, CharacterData *ptr) { GameServer *s = ::getGameServerFromMap(ptr->getMapId()); assert(s); registerGameClient(s, token, ptr); } void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg) { GameServer *server = static_cast(comp); switch (msg.getId()) { case GAMSG_REGISTER: { LOG_DEBUG("GAMSG_REGISTER"); // TODO: check the credentials of the game server server->name = msg.readString(); server->address = msg.readString(); server->port = msg.readInt16(); const std::string password = msg.readString(); // checks the version of the remote item database with our local copy unsigned dbversion = msg.readInt32(); LOG_INFO("Game server uses itemsdatabase with version " << dbversion); LOG_DEBUG("AGMSG_REGISTER_RESPONSE"); MessageOut outMsg(AGMSG_REGISTER_RESPONSE); if (dbversion == storage->getItemDatabaseVersion()) { LOG_DEBUG("Item databases between account server and " "gameserver are in sync"); outMsg.writeInt16(DATA_VERSION_OK); } else { LOG_DEBUG("Item database of game server has a wrong version"); outMsg.writeInt16(DATA_VERSION_OUTDATED); } if (password == Configuration::getValue("net_password", "changeMe")) { outMsg.writeInt16(PASSWORD_OK); // transmit global world state variables std::map variables; variables = storage->getAllWorldStateVars(Storage::WorldMap); for (auto &variableIt : variables) { outMsg.writeString(variableIt.first); outMsg.writeString(variableIt.second); } comp->send(outMsg); } else { LOG_INFO("The password given by " << server->address << ':' << server->port << " was bad."); outMsg.writeInt16(PASSWORD_BAD); comp->disconnect(outMsg); break; } LOG_INFO("Game server " << server->address << ':' << server->port << " asks for maps to activate."); const std::map &maps = MapManager::getMaps(); for (std::map::const_iterator it = maps.begin(), it_end = maps.end(); it != it_end; ++it) { int id = it->first; const std::string &reservedServer = it->second; if (reservedServer == server->name) { MessageOut outMsg(AGMSG_ACTIVE_MAP); // Map variables outMsg.writeInt16(id); LOG_DEBUG("Issued server " << server->name << "(" << server->address << ":" << server->port << ") " << "to enable map " << id); std::map variables; variables = storage->getAllWorldStateVars(id); // Map vars number outMsg.writeInt16(variables.size()); for (auto &variableIt : variables) { outMsg.writeString(variableIt.first); outMsg.writeString(variableIt.second); } // Persistent Floor Items std::list items; items = storage->getFloorItemsFromMap(id); outMsg.writeInt16(items.size()); //number of floor items // Send each map item: item_id, amount, pos_x, pos_y for (std::list::iterator i = items.begin(); i != items.end(); ++i) { outMsg.writeInt32(i->getItemId()); outMsg.writeInt16(i->getItemAmount()); outMsg.writeInt16(i->getPosX()); outMsg.writeInt16(i->getPosY()); } comp->send(outMsg); MapStatistics &m = server->maps[id]; m.nbEntities = 0; m.nbMonsters = 0; } } } break; case GAMSG_PLAYER_DATA: { LOG_DEBUG("GAMSG_PLAYER_DATA"); int id = msg.readInt32(); if (CharacterData *ptr = storage->getCharacter(id, nullptr)) { 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_PLAYER_SYNC: { LOG_DEBUG("GAMSG_PLAYER_SYNC"); GameServerHandler::syncDatabase(msg); } break; case GAMSG_REDIRECT: { LOG_DEBUG("GAMSG_REDIRECT"); int id = msg.readInt32(); std::string magic_token(utils::getMagicToken()); if (CharacterData *ptr = storage->getCharacter(id, nullptr)) { int mapId = ptr->getMapId(); if (GameServer *s = getGameServerFromMap(mapId)) { registerGameClient(s, magic_token, ptr); MessageOut result(AGMSG_REDIRECT_RESPONSE); result.writeInt32(id); result.writeString(magic_token, MAGIC_TOKEN_LENGTH); result.writeString(s->address); result.writeInt16(s->port); comp->send(result); } 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.readInt32(); std::string magic_token = msg.readString(MAGIC_TOKEN_LENGTH); if (CharacterData *ptr = storage->getCharacter(id, nullptr)) { 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_VAR_CHR: { int id = msg.readInt32(); std::string name = msg.readString(); std::string value = storage->getQuestVar(id, name); MessageOut result(AGMSG_GET_VAR_CHR_RESPONSE); result.writeInt32(id); result.writeString(name); result.writeString(value); comp->send(result); } break; case GAMSG_SET_VAR_CHR: { int id = msg.readInt32(); std::string name = msg.readString(); std::string value = msg.readString(); storage->setQuestVar(id, name, value); } break; case GAMSG_SET_VAR_WORLD: { std::string name = msg.readString(); std::string value = msg.readString(); // save the new value to the database storage->setWorldStateVar(name, value, Storage::WorldMap); // relay the new value to all gameservers for (NetComputer *netComputer : clients) { MessageOut varUpdateMessage(AGMSG_SET_VAR_WORLD); varUpdateMessage.writeString(name); varUpdateMessage.writeString(value); netComputer->send(varUpdateMessage); } } break; case GAMSG_SET_VAR_MAP: { int mapid = msg.readInt32(); std::string name = msg.readString(); std::string value = msg.readString(); storage->setWorldStateVar(name, value, mapid); } break; case GAMSG_BAN_PLAYER: { int id = msg.readInt32(); int duration = msg.readInt32(); storage->banCharacter(id, duration); } break; case GAMSG_CHANGE_PLAYER_LEVEL: { int id = msg.readInt32(); int level = msg.readInt16(); storage->setPlayerLevel(id, level); } break; case GAMSG_CHANGE_ACCOUNT_LEVEL: { int id = msg.readInt32(); int level = msg.readInt16(); // get the character so we can get the account id CharacterData *c = storage->getCharacter(id, nullptr); if (c) { storage->setAccountLevel(c->getAccountID(), level); } } break; case GAMSG_STATISTICS: { while (msg.getUnreadLength()) { int mapId = msg.readInt16(); 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.nbEntities = msg.readInt16(); m.nbMonsters = msg.readInt16(); int nb = msg.readInt16(); m.players.resize(nb); for (int j = 0; j < nb; ++j) { m.players[j] = msg.readInt32(); } } } break; case GCMSG_REQUEST_POST: { // Retrieve the post for user LOG_DEBUG("GCMSG_REQUEST_POST"); MessageOut result(CGMSG_POST_RESPONSE); // get the character id int characterId = msg.readInt32(); // send the character id of sender result.writeInt32(characterId); // get the character based on the id CharacterData *ptr = storage->getCharacter(characterId, nullptr); if (!ptr) { // Invalid character LOG_ERROR("Error finding character id for post"); break; } // get the post for that character Post *post = postalManager->getPost(ptr); // send the post if valid if (post) { for (unsigned i = 0; i < post->getNumberOfLetters(); ++i) { // get each letter, send the sender's name, // the contents and any attachments Letter *letter = post->getLetter(i); result.writeString(letter->getSender()->getName()); result.writeString(letter->getContents()); std::vector items = letter->getAttachments(); for (unsigned j = 0; j < items.size(); ++j) { result.writeInt16(items[j].itemId); result.writeInt16(items[j].amount); } } // clean up postalManager->clearPost(ptr); } comp->send(result); } break; case GCMSG_STORE_POST: { // Store the letter for the user LOG_DEBUG("GCMSG_STORE_POST"); MessageOut result(CGMSG_STORE_POST_RESPONSE); // get the sender and receiver int senderId = msg.readInt32(); std::string receiverName = msg.readString(); // for sending it back result.writeInt32(senderId); // get their characters CharacterData *sender = storage->getCharacter(senderId, nullptr); CharacterData *receiver = storage->getCharacter(receiverName); if (!sender || !receiver) { // Invalid character LOG_ERROR("Error finding character id for post"); result.writeInt8(ERRMSG_INVALID_ARGUMENT); break; } // get the letter contents std::string contents = msg.readString(); std::vector< std::pair > items; while (msg.getUnreadLength()) { items.push_back(std::pair(msg.readInt16(), msg.readInt16())); } // save the letter LOG_DEBUG("Creating letter"); Letter *letter = new Letter(0, sender, receiver); letter->addText(contents); for (unsigned i = 0; i < items.size(); ++i) { InventoryItem item; item.itemId = items[i].first; item.amount = items[i].second; letter->addAttachment(item); } postalManager->addLetter(letter); result.writeInt8(ERRMSG_OK); comp->send(result); } break; case GAMSG_TRANSACTION: { LOG_DEBUG("TRANSACTION"); int id = msg.readInt32(); int action = msg.readInt32(); std::string message = msg.readString(); Transaction trans; trans.mCharacterId = id; trans.mAction = action; trans.mMessage = message; storage->addTransaction(trans); } break; case GCMSG_PARTY_INVITE: chatHandler->handlePartyInvite(msg); break; case GAMSG_CREATE_ITEM_ON_MAP: { int mapId = msg.readInt32(); int itemId = msg.readInt32(); int amount = msg.readInt16(); int posX = msg.readInt16(); int posY = msg.readInt16(); LOG_DEBUG("Gameserver create item " << itemId << " on map " << mapId); storage->addFloorItem(mapId, itemId, amount, posX, posY); } break; case GAMSG_REMOVE_ITEM_ON_MAP: { int mapId = msg.readInt32(); int itemId = msg.readInt32(); int amount = msg.readInt16(); int posX = msg.readInt16(); int posY = msg.readInt16(); LOG_DEBUG("Gameserver removed item " << itemId << " from map " << mapId); storage->removeFloorItem(mapId, itemId, amount, posX, posY); } break; case GAMSG_ANNOUNCE: { const std::string message = msg.readString(); const int senderId = msg.readInt16(); const std::string senderName = msg.readString(); chatHandler->handleAnnounce(message, senderId, senderName); } break; default: LOG_WARN("ServerHandler::processMessage, Invalid message type: " << msg.getId()); MessageOut result(XXMSG_INVALID); comp->send(result); break; } } 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) { const MapStatistics &m = j->second; os << "first << "\" nb_entities=\"" << m.nbEntities << "\" 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"; } } void GameServerHandler::sendPartyChange(CharacterData *ptr, int partyId) { GameServer *s = ::getGameServerFromMap(ptr->getMapId()); if (s) { MessageOut msg(CGMSG_CHANGED_PARTY); msg.writeInt32(ptr->getDatabaseID()); msg.writeInt32(partyId); s->send(msg); } } void GameServerHandler::syncDatabase(MessageIn &msg) { // It is safe to perform the following updates in a transaction dal::PerformTransaction transaction(storage->database()); while (msg.getUnreadLength() > 0) { int msgType = msg.readInt8(); switch (msgType) { case SYNC_CHARACTER_POINTS: { LOG_DEBUG("received SYNC_CHARACTER_POINTS"); int charId = msg.readInt32(); int charPoints = msg.readInt32(); int corrPoints = msg.readInt32(); storage->updateCharacterPoints(charId, charPoints, corrPoints); } break; case SYNC_CHARACTER_ATTRIBUTE: { LOG_DEBUG("received SYNC_CHARACTER_ATTRIBUTE"); int charId = msg.readInt32(); int attrId = msg.readInt32(); double base = msg.readDouble(); double mod = msg.readDouble(); storage->updateAttribute(charId, attrId, base, mod); } break; case SYNC_CHARACTER_SKILL: { LOG_DEBUG("received SYNC_CHARACTER_SKILL"); int charId = msg.readInt32(); int skillId = msg.readInt8(); int skillValue = msg.readInt32(); storage->updateExperience(charId, skillId, skillValue); } break; case SYNC_ONLINE_STATUS: { LOG_DEBUG("received SYNC_ONLINE_STATUS"); int charId = msg.readInt32(); bool online = (msg.readInt8() == 1); storage->setOnlineStatus(charId, online); } break; } } transaction.commit(); }