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authorPhilipp Sehmisch <mana@crushnet.org>2011-03-04 18:35:17 +0100
committerPhilipp Sehmisch <mana@crushnet.org>2011-03-04 18:36:17 +0100
commit54d5f7e577db0639e42b18beae4b5c87af6d6843 (patch)
tree2a667f208be4191a54d08131d7c3984cdfd74132 /src/account-server/serverhandler.cpp
parentbc5a0495ba7fbf992a1733850cbbe1cfb14c7c8d (diff)
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Implemented persistent world and map variables
The gameserver now receive a copy of all world state variables when they are accepted by the accountserver and receive a copy of all map state variables of a map when they register it successfully. Implemented LUA script bindings for getting and setting these variables. When such a variable is set, the accountserver is notified about this change. Changes to world state variables are then propagated to all gameservers by the accountserver. Be aware that when a gameserver is updating a map, there is no check if it is actually responsible for said map. But I consider this not a security flaw, because authenticated game servers are considered to be trustworthy in a lot of other situations, too. Also renamed "quest" to "character variable" in the sourcecode. Reviewed-by: Bertram
Diffstat (limited to 'src/account-server/serverhandler.cpp')
-rw-r--r--src/account-server/serverhandler.cpp52
1 files changed, 49 insertions, 3 deletions
diff --git a/src/account-server/serverhandler.cpp b/src/account-server/serverhandler.cpp
index 1fd574c..dd6a82e 100644
--- a/src/account-server/serverhandler.cpp
+++ b/src/account-server/serverhandler.cpp
@@ -204,6 +204,17 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
{
outMsg.writeInt16(PASSWORD_OK);
comp->send(outMsg);
+
+ // transmit global world state variables
+ std::map<std::string, std::string> variables;
+ variables = storage->getAllWorldStateVars(0);
+ for (std::map<std::string, std::string>::iterator i = variables.begin();
+ i != variables.end();
+ i++)
+ {
+ outMsg.writeString(i->first);
+ outMsg.writeString(i->second);
+ }
}
else
{
@@ -230,6 +241,15 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
{
MessageOut outMsg(AGMSG_ACTIVE_MAP);
outMsg.writeInt16(id);
+ std::map<std::string, std::string> variables;
+ variables = storage->getAllWorldStateVars(id);
+ for (std::map<std::string, std::string>::iterator i = variables.begin();
+ i != variables.end();
+ i++)
+ {
+ outMsg.writeString(i->first);
+ outMsg.writeString(i->second);
+ }
comp->send(outMsg);
MapStatistics &m = server->maps[id];
m.nbThings = 0;
@@ -315,18 +335,18 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
}
} break;
- case GAMSG_GET_QUEST:
+ case GAMSG_GET_VAR_CHR:
{
int id = msg.readInt32();
std::string name = msg.readString();
std::string value = storage->getQuestVar(id, name);
- result.writeInt16(AGMSG_GET_QUEST_RESPONSE);
+ result.writeInt16(AGMSG_GET_VAR_CHR_RESPONSE);
result.writeInt32(id);
result.writeString(name);
result.writeString(value);
} break;
- case GAMSG_SET_QUEST:
+ case GAMSG_SET_VAR_CHR:
{
int id = msg.readInt32();
std::string name = msg.readString();
@@ -334,6 +354,32 @@ void ServerHandler::processMessage(NetComputer *comp, MessageIn &msg)
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);
+ // relay the new value to all gameservers
+ for (ServerHandler::NetComputers::iterator i = clients.begin();
+ i != clients.end();
+ i++)
+ {
+ MessageOut varUpdateMessage(AGMSG_SET_VAR_WORLD);
+ varUpdateMessage.writeString(name);
+ varUpdateMessage.writeString(value);
+ (*i)->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, mapid, value);
+ } break;
+
case GAMSG_BAN_PLAYER:
{
int id = msg.readInt32();