summaryrefslogtreecommitdiffstats
path: root/src/game-server/accountconnection.cpp
blob: 492d2a1a9bab3d33bc43a2ebe0ec22e8c9d7fdcd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
/*
 *  The Mana World
 *  Copyright 2006 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 "game-server/accountconnection.hpp"

#include "defines.h"
#include "common/configuration.hpp"
#include "game-server/character.hpp"
#include "game-server/gamehandler.hpp"
#include "game-server/map.hpp"
#include "game-server/mapcomposite.hpp"
#include "game-server/mapmanager.hpp"
#include "game-server/postman.hpp"
#include "game-server/quest.hpp"
#include "game-server/state.hpp"
#include "net/messagein.hpp"
#include "net/messageout.hpp"
#include "serialize/characterdata.hpp"
#include "utils/logger.h"
#include "utils/tokendispenser.hpp"
#include "utils/tokencollector.hpp"

bool AccountConnection::start()
{
    const std::string accountServerAddress =
        Configuration::getValue("accountServerAddress", "localhost");
    const int accountServerPort =
        Configuration::getValue("accountServerPort", DEFAULT_SERVER_PORT) + 1;

    if (!Connection::start(accountServerAddress, accountServerPort))
    {
        LOG_INFO("Unable to create a connection to an account server.");
        return false;
    }

    LOG_INFO("Connection established to the account server.");

    const std::string gameServerAddress =
        Configuration::getValue("gameServerAddress", "localhost");
    const int gameServerPort =
        Configuration::getValue("gameServerPort", DEFAULT_SERVER_PORT + 3);

    // Register with the account server and send the list of maps we handle
    MessageOut msg(GAMSG_REGISTER);
    msg.writeString(gameServerAddress);
    msg.writeShort(gameServerPort);
    MapManager::Maps const &m = MapManager::getMaps();
    for (MapManager::Maps::const_iterator i = m.begin(), i_end = m.end();
            i != i_end; ++i)
    {
        msg.writeShort(i->first);
    }
    send(msg);

    return true;
}

void AccountConnection::sendCharacterData(Character *p)
{
    MessageOut msg(GAMSG_PLAYER_DATA);
    msg.writeLong(p->getDatabaseID());
    serializeCharacterData(*p, msg);
    send(msg);
}

void AccountConnection::processMessage(MessageIn &msg)
{
    switch (msg.getId())
    {
        case AGMSG_PLAYER_ENTER:
        {
            std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
            Character *ptr = new Character(msg);
            ptr->setSpeed(250); // TODO
            gameHandler->addPendingCharacter(token, ptr);
        } break;

        case AGMSG_ACTIVE_MAP:
        {
            int id = msg.readShort();
            MapManager::raiseActive(id);
        } break;

        case AGMSG_REDIRECT_RESPONSE:
        {
            int id = msg.readLong();
            std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
            std::string address = msg.readString();
            int port = msg.readShort();
            gameHandler->completeServerChange(id, token, address, port);
        } break;

        case AGMSG_GET_QUEST_RESPONSE:
        {
            int id = msg.readLong();
            std::string name = msg.readString();
            std::string value = msg.readString();
            recoveredQuestVar(id, name, value);
        } break;

        case CGMSG_CHANGED_PARTY:
        {
            // Party id, 0 for none
            int partyid = msg.readLong();
            // Character DB id
            int charid = msg.readLong();
            gameHandler->updateCharacter(charid, partyid);
        } break;

        case CGMSG_POST_RESPONSE:
        {
            // get the character
            Character *character = postMan->getCharacter(msg.readLong());

            // check character is still valid
            if (!character)
            {
                break;
            }

            std::string sender = msg.readString();
            std::string letter = msg.readString();

            postMan->gotPost(character, sender, letter);

        } break;

        case CGMSG_STORE_POST_RESPONSE:
        {
            // get character
            Character *character = postMan->getCharacter(msg.readLong());

            // check character is valid
            if (!character)
            {
                break;
            }

            // create message and put error inside
            MessageOut out(GPMSG_SEND_POST_RESPONSE);
            out.writeByte(msg.readByte());

            // send message to character
            gameHandler->sendTo(character, out);
        } break;

        default:
            LOG_WARN("Invalid message type");
            break;
    }
}

void AccountConnection::playerReconnectAccount(int id, std::string const &magic_token)
{
    LOG_DEBUG("Send GAMSG_PLAYER_RECONNECT.");
    MessageOut msg(GAMSG_PLAYER_RECONNECT);
    msg.writeLong(id);
    msg.writeString(magic_token, MAGIC_TOKEN_LENGTH);
    send(msg);
}

void AccountConnection::requestQuestVar(Character *ch, std::string const &name)
{
    MessageOut msg(GAMSG_GET_QUEST);
    msg.writeLong(ch->getDatabaseID());
    msg.writeString(name);
    send(msg);
}

void AccountConnection::updateQuestVar(Character *ch, std::string const &name,
                                        std::string const &value)
{
    MessageOut msg(GAMSG_SET_QUEST);
    msg.writeLong(ch->getDatabaseID());
    msg.writeString(name);
    msg.writeString(value);
    send(msg);
}

void AccountConnection::banCharacter(Character *ch, int duration)
{
    MessageOut msg(GAMSG_BAN_PLAYER);
    msg.writeLong(ch->getDatabaseID());
    msg.writeShort(duration);
    send(msg);
}

void AccountConnection::sendStatistics()
{
    MessageOut msg(GAMSG_STATISTICS);
    MapManager::Maps const &maps = MapManager::getMaps();
    for (MapManager::Maps::const_iterator i = maps.begin(),
         i_end = maps.end(); i != i_end; ++i)
    {
        MapComposite *m = i->second;
        if (!m->isActive()) continue;
        msg.writeShort(i->first);
        int nbThings = 0, nbMonsters = 0;
        typedef std::vector< Thing * > Things;
        Things const &things = m->getEverything();
        std::vector< int > players;
        for (Things::const_iterator j = things.begin(),
             j_end = things.end(); j != j_end; ++j)
        {
            Thing *t = *j;
            switch (t->getType())
            {
                case OBJECT_CHARACTER:
                    players.push_back
                        (static_cast< Character * >(t)->getDatabaseID());
                    break;
                case OBJECT_MONSTER:
                    ++nbMonsters;
                    break;
                default:
                    ++nbThings;
            }
        }
        msg.writeShort(nbThings);
        msg.writeShort(nbMonsters);
        msg.writeShort(players.size());
        for (std::vector< int >::const_iterator j = players.begin(),
             j_end = players.end(); j != j_end; ++j)
        {
            msg.writeLong(*j);
        }
    }
    send(msg);
}

void AccountConnection::sendPost(Character *c, MessageIn &msg)
{
    // send message to account server with id of sending player,
    // the id of receiving player, the letter contents, and attachments
    LOG_DEBUG("Sending GCMSG_STORE_POST.");
    MessageOut out(GCMSG_STORE_POST);
    out.writeLong(c->getDatabaseID());
    out.writeString(msg.readString());
    out.writeString(msg.readString());
    while (msg.getUnreadLength())
    {
        // write the item id and amount for each attachment
        out.writeLong(msg.readShort());
        out.writeLong(msg.readShort());
    }
    send(out);
}

void AccountConnection::getPost(Character *c)
{
    // let the postman know to expect some post for this character
    postMan->addCharacter(c);

    // send message to account server with id of retrieving player
    LOG_DEBUG("Sending GCMSG_REQUEST_POST");
    MessageOut out(GCMSG_REQUEST_POST);
    out.writeLong(c->getDatabaseID());
    send(out);
}

void AccountConnection::changeAccountLevel(Character *c, int level)
{
    MessageOut msg(GAMSG_CHANGE_ACCOUNT_LEVEL);
    msg.writeLong(c->getDatabaseID());
    msg.writeShort(level);
    send(msg);
}