/// <summary>
        /// Checks if user registered on local database, request a login from central server if not.
        /// </summary>
        /// <param name="login">User login</param>
        /// <param name="passwordHash">User SHA1 password hash</param>
        /// <param name="data">Filled login data structure if login succeed</param>
        /// <returns>true if login succeed otherwise false</returns>
        public bool Login(string login, string passwordHash, out LoginData data)
        {
            // check if we have this user in our local database
            if (_storage.Login(login, passwordHash, out data))
            {
                return(true);
            }

            try
            {
                // we need to authenticate user from global server
                var responce = _webApi.UserAuthenticate(login, passwordHash);

                if (responce != null && responce.Valid)
                {
                    var role = DefaultRole;

                    if (_storage.GetUsersCount() == 0)
                    {
                        role = UserRole.Administrator;
                    }

                    logger.Info("Creating new user record {0} {1}", login, role);

                    // create or update local registration
                    _storage.Register(login, passwordHash, role);
                    return(_storage.Login(login, passwordHash, out data));
                }

                return(false);
            }
            catch (Exception x)
            {
                logger.Error("Authentication exception of {0}: {1}", login, x.Message);
                return(false);
            }
        }
Beispiel #2
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        public void InitSinglePlayerServer(WorldParameters worldParam)
        {
            if (Server != null)
            {
                throw new InvalidOperationException("Already initialized");
            }

            _worldParam = worldParam;

            _serverFactory        = new EntityFactory();
            _serverFactory.Config = _worldParam.Configuration;
            var dbPath = Path.Combine(_vars.ApplicationDataPath, "Server", "Singleplayer", worldParam.WorldName, "ServerWorld.db");

            logger.Info("Local world db path is {0}", dbPath);

            _serverSqliteStorageSinglePlayer = new SqliteStorageManager(dbPath, _serverFactory, worldParam);
            _serverSqliteStorageSinglePlayer.Register("local", "qwe123".GetSHA1Hash(), UserRole.Administrator);

            var settings = new XmlSettingsManager <ServerSettings>(@"Server\localServer.config");

            settings.Load();
            settings.Save();

            //Utopia New Landscape Test

            IWorldProcessor          processor = null;
            IEntitySpawningControler entitySpawningControler = null;

            switch (worldParam.Configuration.WorldProcessor)
            {
            case WorldConfiguration.WorldProcessors.Flat:
                processor = new FlatWorldProcessor();
                break;

            case WorldConfiguration.WorldProcessors.Utopia:
                processor = new UtopiaProcessor(worldParam, _serverFactory, _landscapeEntityManager);
                entitySpawningControler = new UtopiaEntitySpawningControler((UtopiaWorldConfiguration)worldParam.Configuration);
                break;

            default:
                break;
            }

            var worldGenerator = new WorldGenerator(worldParam, processor);

            worldGenerator.EntitySpawningControler = entitySpawningControler;

            //Old s33m3 landscape
            //IWorldProcessor processor1 = new s33m3WorldProcessor(worldParam);
            //IWorldProcessor processor2 = new LandscapeLayersProcessor(worldParam, _serverFactory);
            //var worldGenerator = new WorldGenerator(worldParam, processor1, processor2);

            //Vlad Generator
            //var planProcessor = new PlanWorldProcessor(wp, _serverFactory);
            //var worldGenerator = new WorldGenerator(wp, planProcessor);
            settings.Settings.ChunksCountLimit = 1024 * 3; // better use viewRange * viewRange * 3

            var port = 4815;

            while (!TcpConnectionListener.IsPortFree(port))
            {
                port++;
            }
            settings.Settings.ServerPort = port;

            _server = new ServerCore(settings, worldGenerator, _serverSqliteStorageSinglePlayer, _serverSqliteStorageSinglePlayer, _serverSqliteStorageSinglePlayer, _serverSqliteStorageSinglePlayer, _serverFactory, worldParam);
            _serverFactory.LandscapeManager     = Server.LandscapeManager;
            _serverFactory.DynamicEntityManager = Server.AreaManager;
            _serverFactory.GlobalStateManager   = Server.GlobalStateManager;
            _serverFactory.ScheduleManager      = Server.Scheduler;
            _serverFactory.ServerSide           = true;

            _server.Initialize();

            Server.ConnectionManager.LocalMode = true;
            Server.ConnectionManager.Listen();
            Server.LoginManager.PlayerEntityNeeded  += LoginManagerPlayerEntityNeeded;
            Server.LoginManager.GenerationParameters = default(Utopia.Shared.World.PlanGenerator.GenerationParameters); // planProcessor.WorldPlan.Parameters;
            Server.Clock.SetCurrentTimeOfDay(UtopiaTimeSpan.FromHours(12));
        }