Ejemplo n.º 1
0
 public void disconnect(MessageOut msg)
 {
     if(isConnected())
     {
         mPeer.Close();
     }
 }
Ejemplo n.º 2
0
 public void sendCharacterData(Character p)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_PLAYER_DATA);
     msg.writeInt32(p.getDatabaseID());
     p.serializeCharacterData(msg);
     send(msg);
 }
Ejemplo n.º 3
0
        public void deletePendingClient(NetComputer client)
        {
            MessageOut msg=new MessageOut(Protocol.CPMSG_CONNECT_RESPONSE);
            msg.writeInt8((int)ErrorMessage.ERRMSG_TIME_OUT);

            // The computer will be deleted when the disconnect event is processed
            client.disconnect(msg);
        }
Ejemplo n.º 4
0
        public void addUser(string name, string inviter)
        {
            mUsers.Add(name);

            for(int i=0; i<userCount(); ++i)
            {
                MessageOut outmsg=new MessageOut(Protocol.CPMSG_PARTY_NEW_MEMBER);
                outmsg.writeString(name);
                outmsg.writeString(inviter);
                Program.chatHandler.getClient(mUsers[i]).send(outmsg);
            }
        }
Ejemplo n.º 5
0
        public void disconnect(MessageOut msg)
        {
            if(isConnected())
            {
                ///* ChannelID 0xFF is the channel used by enet_peer_disconnect.
                // * If a reliable packet is send over this channel ENet guaranties
                // * that the message is recieved before the disconnect request.
                // */
                //send(msg, ENET_PACKET_FLAG_RELIABLE, 0xFF);

                ///* ENet generates a disconnect event
                // * (notifying the connection handler).
                // */
                //enet_peer_disconnect(mPeer, 0);
            }
        }
Ejemplo n.º 6
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        int mSyncMessages; /**< Number of messages in the sync buffer. */

        #endregion Fields

        #region Constructors

        public AccountConnection()
        {
            mSyncBuffer=new MessageOut();
            mSyncMessages=0;
        }
Ejemplo n.º 7
0
 void playerReconnectAccount(int id, string magic_token)
 {
     Logger.Write(LogLevel.Debug, "Send GAMSG_PLAYER_RECONNECT.");
     MessageOut msg=new MessageOut(Protocol.GAMSG_PLAYER_RECONNECT);
     msg.writeInt32(id);
     msg.writeString(magic_token);
     send(msg);
 }
Ejemplo n.º 8
0
 void updateMapVar(MapComposite map, string name, string value)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_SET_VAR_MAP);
     msg.writeInt32(map.getID());
     msg.writeString(name);
     msg.writeString(value);
     send(msg);
 }
Ejemplo n.º 9
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 void updateWorldVar(string name, string @value)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_SET_VAR_WORLD);
     msg.writeString(name);
     msg.writeString(@value);
     send(msg);
 }
Ejemplo n.º 10
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        public static bool insert(Thing ptr)
        {
            //assert(!dbgLockObjects);

            MapComposite map=ptr.getMap();
            //assert(map && map.isActive());

            /* Non-visible objects have neither position nor public ID, so their
               insertion cannot fail. Take care of them first. */
            if(!ptr.isVisible())
            {
                map.insert(ptr);
                ptr.inserted();
                return true;
            }

            // Check that coordinates are actually valid.
            Actor obj=(Actor)ptr;
            Map mp=map.getMap();

            Point pos=obj.getPosition();
            if((int)pos.x/mp.getTileWidth()>=mp.getWidth()||
                (int)pos.y/mp.getTileHeight()>=mp.getHeight())
            {
                Logger.Write(LogLevel.Error, "Tried to insert an actor at position {0}, {1} outside map {2}.", pos.x, pos.y, map.getID());

                // Set an arbitrary small position.
                pos=new Point(100, 100);
                obj.setPosition(pos);
            }

            if(!map.insert(obj))
            {
                // The map is overloaded, no room to add a new actor
                Logger.Write(LogLevel.Error, "Too many actors on map {0}.", map.getID());
                return false;
            }

            obj.inserted();

            // DEBUG INFO //TODO Implementieren
            //            switch(obj.getType())
            //            {
            //                case ThingType.OBJECT_ITEM:
            //                    Logger.Write(LogLevel.Debug, "Item inserted: "
            //                       (Item)(obj).getItemClass().getDatabaseID());
            //                    break;
            //
            //                case ThingType.OBJECT_NPC:
            //                    Logger.Write(LogLevel.Debug, "NPC inserted: "<<static_cast<NPC*>(obj).getNPC());
            //                    break;
            //
            //                case ThingType.OBJECT_CHARACTER:
            //                    Logger.Write(LogLevel.Debug, "Player inserted: "
            //                        <<static_cast<Being*>(obj).getName());
            //                    break;
            //
            //                case ThingType.OBJECT_EFFECT:
            //                    Logger.Write(LogLevel.Debug, "Effect inserted: "
            //                        <<static_cast<Effect*>(obj).getEffectId());
            //                    break;
            //
            //                case ThingType.OBJECT_MONSTER:
            //                    Logger.Write(LogLevel.Debug, "Monster inserted: "
            //                        <<static_cast<Monster*>(obj).getSpecy().getId());
            //                    break;
            //
            //                case ThingType.OBJECT_ACTOR:
            //                case ThingType.OBJECT_OTHER:
            //                default:
            //                    Logger.Write(LogLevel.Debug, "Thing inserted: "<<obj.getType());
            //            }

            obj.raiseUpdateFlags((byte)UpdateFlag.UPDATEFLAG_NEW_ON_MAP);
            if(obj.getType()!=ThingType.OBJECT_CHARACTER)
                return true;

            /* Since the player does not know yet where in the world its character is,
               we send a map-change message, even if it is the first time it
               connects to this server. */
            MessageOut mapChangeMessage=new MessageOut(Protocol.GPMSG_PLAYER_MAP_CHANGE);
            mapChangeMessage.writeString(map.getName());
            mapChangeMessage.writeInt16(pos.x);
            mapChangeMessage.writeInt16(pos.y);
            Program.gameHandler.sendTo((Character)(obj), mapChangeMessage);

            // update the online state of the character
            Program.accountHandler.updateOnlineStatus(((Character)obj).getDatabaseID(), true);

            return true;
        }
Ejemplo n.º 11
0
        public void serializeCharacterData(MessageOut msg)
        {
            // general character properties
            msg.writeInt8(getAccountLevel());
            msg.writeInt8((int)getGender());
            msg.writeInt8(getHairStyle());
            msg.writeInt8(getHairColor());
            msg.writeInt16(getLevel());
            msg.writeInt16(getCharacterPoints());
            msg.writeInt16(getCorrectionPoints());

            msg.writeInt16(mAttributes.Count);

            //            foreach(KeyValuePair<uint, AttributeValue> pair in mAttributes)
            //            {
            //                msg.writeInt16((Int16)pair.Key);
            //
            //                msg.writeDouble(pair.Value.@base);
            //                msg.writeDouble(pair.Value.modified);
            //            }

            foreach(KeyValuePair<uint, Attribute> pair in mAttributes)
            {
                msg.writeInt16((int)pair.Key);
                msg.writeDouble(pair.Value.getBase());
                msg.writeDouble(pair.Value.getModifiedAttribute());
            }

            // character skills
            msg.writeInt16(getSkillSize());

            foreach(KeyValuePair<int, int> pair in mExperience)
            {
                msg.writeInt16(pair.Key);
                msg.writeInt32(pair.Value);
            }

            // status effects currently affecting the character
            msg.writeInt16(getStatusEffectSize());

            foreach(KeyValuePair<int, int> pair in mStatusEffects)
            {
                msg.writeInt16(pair.Key);
                msg.writeInt16(pair.Value);
            }

            // location
            msg.writeInt16(getMapId());
            Point pos=getPosition();
            msg.writeInt16(pos.x);
            msg.writeInt16(pos.y);

            // kill count
            msg.writeInt16(getKillCountSize());

            foreach(KeyValuePair<int, int> pair in mKillCount)
            {
                msg.writeInt16(pair.Key);
                msg.writeInt32(pair.Value);
            }

            // character specials
            msg.writeInt16(mSpecials.Count);

            foreach(KeyValuePair<int, Special> pair in mSpecials)
            {
                msg.writeInt32(pair.Key);
            }

            // inventory - must be last because size isn't transmitted
            Possessions poss=getPossessions();
            Dictionary< uint, EquipmentItem > equipData=poss.getEquipment();
            msg.writeInt16(equipData.Count); // number of equipment

            foreach(KeyValuePair<uint, EquipmentItem> k in equipData)
            {
                msg.writeInt16((int)k.Key);                 // Equip slot id
                msg.writeInt16((int)k.Value.itemId);         // ItemId
                msg.writeInt16((int)k.Value.itemInstance);   // Item Instance id
            }

            Dictionary< uint, InventoryItem > inventoryData=poss.getInventory();

            foreach(KeyValuePair<uint, InventoryItem> j in inventoryData)
            {
                msg.writeInt16((int)j.Key);           // slot id
                msg.writeInt16((int)j.Value.itemId);   // item id
                msg.writeInt16((int)j.Value.amount);   // amount
            }
        }
Ejemplo n.º 12
0
        public void send(MessageOut msg, bool reliable, uint channel)
        {
            Logger.Write(LogLevel.Debug, "Sending message {0} to {1}", msg, this);

            //gBandwidth.increaseClientOutput(this, msg.getLength());

            NetworkStream stream=mPeer.GetStream();

            //Länge senden
            ushort lengthPackage=(ushort)msg.getLength();
            byte[] lengthAsByteArray=BitConverter.GetBytes(lengthPackage);
            stream.Write(lengthAsByteArray, 0, (int)lengthAsByteArray.Length);

            //TODO Überprüfung ob Länge größer ushort dann Problem
            stream.Write(msg.getData(), 0, (int)msg.getLength());

            //if(packet)
            //{
            //    enet_peer_send(mPeer, channel, packet);
            //}
            //else
            //{
            //    LOG_ERROR("Failure to create packet!");
            //}
        }
Ejemplo n.º 13
0
 protected void sendToEveryone(MessageOut msg)
 {
     foreach(NetComputer comp in clients)
     {
         comp.send(msg);
     }
 }
Ejemplo n.º 14
0
 public static void registerGameClient(GameServer s, string token, Character ptr)
 {
     MessageOut msg=new MessageOut(Protocol.AGMSG_PLAYER_ENTER);
     msg.writeString(token);
     msg.writeInt32(ptr.getDatabaseID());
     msg.writeString(ptr.getName());
     ptr.serializeCharacterData(msg);
     s.send(msg);
 }
Ejemplo n.º 15
0
        //    internal GameServer getGameServerFromMap(int);
        //internal void GameServerHandler::dumpStatistics(std::ostream &);
        /// <summary>
        /// Processes server messages.
        /// </summary>
        /// <param name="computer"></param>
        /// <param name="message"></param>
        protected override void processMessage(NetComputer computer, MessageIn message)
        {
            MessageOut result=new MessageOut();
            GameServer server=(GameServer)(computer);

            switch(message.getId())
            {
                case Protocol.GAMSG_REGISTER:
                    {
                        Logger.Write(LogLevel.Debug, "GAMSG_REGISTER");

                        // TODO: check the credentials of the game server
                        server.address=message.readString();
                        server.port=message.readInt16();
                        string password=message.readString();

                        // checks the version of the remote item database with our local copy
                        uint dbversion=(uint)message.readInt32();
                        Logger.Write(LogLevel.Information, "Game server uses itemsdatabase with version {0}", dbversion);

                        Logger.Write(LogLevel.Debug, "AGMSG_REGISTER_RESPONSE");
                        MessageOut outmessage=new MessageOut(Protocol.AGMSG_REGISTER_RESPONSE);

                        if(dbversion==Program.storage.getItemDatabaseVersion())
                        {
                            Logger.Write(LogLevel.Debug, "Item databases between account server and gameserver are in sync");
                            outmessage.writeInt16((int)DataVersion.DATA_VERSION_OK);
                        }
                        else
                        {
                            Logger.Write(LogLevel.Debug, "Item database of game server has a wrong version");
                            outmessage.writeInt16((int)DataVersion.DATA_VERSION_OUTDATED);
                        }
                        if(password==Configuration.getValue("net_password", "changeMe"))
                        {
                            outmessage.writeInt16((int)Password.PASSWORD_OK);
                            computer.send(outmessage);

                            // transmit global world state variables
                            Dictionary<string, string> variables;
                            variables=Program.storage.getAllWorldStateVars(0);

                            foreach(KeyValuePair<string, string> pair in variables)
                            {
                                outmessage.writeString(pair.Key);
                                outmessage.writeString(pair.Value);
                            }
                        }
                        else
                        {
                            Logger.Write(LogLevel.Information, "The password given by {0}:{1} was bad.", server.address, server.port);
                            outmessage.writeInt16((int)Password.PASSWORD_BAD);
                            computer.disconnect(outmessage);
                            break;
                        }

                        Logger.Write(LogLevel.Information, "Game server {0}:{1} wants to register {2}  maps.", server.address, server.port, (message.getUnreadLength()/2));

                        while(message.getUnreadLength()!=0)
                        {
                            int id=message.readInt16();
                            Logger.Write(LogLevel.Information, "Registering map {0}.", id);

                            GameServer s=GameServerHandler.getGameServerFromMap(id);
                            if(s!=null)
                            {
                                Logger.Write(LogLevel.Error, "Server Handler: map is already registered by {0}:{1}.", s.address, s.port);
                            }
                            else
                            {
                                MessageOut tmpOutMsg=new MessageOut(Protocol.AGMSG_ACTIVE_MAP);

                                // Map variables
                                tmpOutMsg.writeInt16(id);
                                Dictionary<string, string> variables;
                                variables=Program.storage.getAllWorldStateVars(id);

                                // Map vars number
                                tmpOutMsg.writeInt16(variables.Count);

                                foreach(KeyValuePair<string, string> pair in variables)
                                {
                                    tmpOutMsg.writeString(pair.Key);
                                    tmpOutMsg.writeString(pair.Value);
                                }

                                // Persistent Floor Items
                                List<FloorItem> items=Program.storage.getFloorItemsFromMap(id);

                                tmpOutMsg.writeInt16(items.Count); //number of floor items

                                // Send each map item: item_id, amount, pos_x, pos_y
                                foreach(FloorItem i in items)
                                {
                                    tmpOutMsg.writeInt32(i.getItemId());
                                    tmpOutMsg.writeInt16(i.getItemAmount());
                                    tmpOutMsg.writeInt16(i.getPosX());
                                    tmpOutMsg.writeInt16(i.getPosY());
                                }

                                computer.send(tmpOutMsg);
                                //MapStatistics m=server.maps[(ushort)id]; //Auskommentiert da nicht klar ist wo dieser Wert gesetzt wird
                                //m.nbThings=0;
                                //m.nbMonsters=0;
                            }
                        }
                    } break;

                case Protocol.GAMSG_PLAYER_DATA:
                    {
                        Logger.Write(LogLevel.Debug, "GAMSG_PLAYER_DATA");
                        int id=message.readInt32();

                        try
                        {
                            Character ptr=Program.storage.getCharacter(id, null);

                            CharacterData.deserializeCharacterData(ptr, message);
                            if(!Program.storage.updateCharacter(ptr))
                            {
                                Logger.Write(LogLevel.Error, "Failed to update character {0}.", id);
                            }
                        }
                        catch
                        {
                            Logger.Write(LogLevel.Error, "Received data for non-existing character {0}.", id);
                        }
                    } break;

                case Protocol.GAMSG_PLAYER_SYNC:
                    {
                        Logger.Write(LogLevel.Debug, "GAMSG_PLAYER_SYNC");
                        GameServerHandler.syncDatabase(message);
                    } break;

                case Protocol.GAMSG_REDIRECT:
                    {
                        Logger.Write(LogLevel.Debug, "GAMSG_REDIRECT");
                        int id=message.readInt32();
                        //string magic_token(utils::getMagicToken());
                        string magic_token=Various.GetUniqueID();

                        try
                        {
                            Character ptr=Program.storage.getCharacter(id, null);

                            int mapId=ptr.getMapId();

                            try
                            {
                                GameServer s=GameServerHandler.getGameServerFromMap(mapId);

                                GameServerHandler.registerGameClient(s, magic_token, ptr);
                                result.writeInt16((int)Protocol.AGMSG_REDIRECT_RESPONSE);
                                result.writeInt32(id);
                                result.writeString(magic_token);
                                result.writeString(s.address);
                                result.writeInt16(s.port);
                            }
                            catch
                            {
                                Logger.Write(LogLevel.Error, "Server Change: No game server for map {0}.", mapId);
                            }
                        }
                        catch
                        {
                            Logger.Write(LogLevel.Error, "Received data for non-existing character {0}.", id);
                        }
                    } break;

                case Protocol.GAMSG_PLAYER_RECONNECT:
                    {
                        Logger.Write(LogLevel.Debug, "GAMSG_PLAYER_RECONNECT");
                        int id=message.readInt32();
                        string magic_token=message.readString();
                        //string magic_token=message.readString(ManaServ.MAGIC_TOKEN_LENGTH);

                        try
                        {
                            Character ptr=Program.storage.getCharacter(id, null);
                            int accountID=ptr.getAccountID();
                            AccountClientHandler.prepareReconnect(magic_token, accountID);
                        }
                        catch
                        {
                            Logger.Write(LogLevel.Error, "Received data for non-existing character {0}.", id);
                        }
                    } break;

                case Protocol.GAMSG_GET_VAR_CHR:
                    {
                        int id=message.readInt32();
                        string name=message.readString();
                        string value=Program.storage.getQuestVar(id, name);
                        result.writeInt16((Int16)Protocol.AGMSG_GET_VAR_CHR_RESPONSE);
                        result.writeInt32(id);
                        result.writeString(name);
                        result.writeString(value);
                    } break;

                case Protocol.GAMSG_SET_VAR_CHR:
                    {
                        int id=message.readInt32();
                        string name=message.readString();
                        string value=message.readString();
                        Program.storage.setQuestVar(id, name, value);
                    } break;

                case Protocol.GAMSG_SET_VAR_WORLD:
                    {
                        string name=message.readString();
                        string value=message.readString();
                        // save the new value to the database
                        Program.storage.setWorldStateVar(name, value);

                        // relay the new value to all gameservers
                        foreach(NetComputer client in clients)
                        {
                            MessageOut varUpdateMessage=new MessageOut(Protocol.AGMSG_SET_VAR_WORLD);
                            varUpdateMessage.writeString(name);
                            varUpdateMessage.writeString(value);
                            client.send(varUpdateMessage);
                        }
                    } break;

                case Protocol.GAMSG_SET_VAR_MAP:
                    {
                        int mapid=message.readInt32();
                        string name=message.readString();
                        string value=message.readString();
                        Program.storage.setWorldStateVar(name, mapid, value);
                    } break;

                case Protocol.GAMSG_BAN_PLAYER:
                    {
                        int id=message.readInt32();
                        int duration=message.readInt32();
                        Program.storage.banCharacter(id, duration);
                    } break;

                case Protocol.GAMSG_CHANGE_PLAYER_LEVEL:
                    {
                        int id=message.readInt32();
                        int level=message.readInt16();
                        Program.storage.setPlayerLevel(id, level);
                    } break;

                case Protocol.GAMSG_CHANGE_ACCOUNT_LEVEL:
                    {
                        int id=message.readInt32();
                        int level=message.readInt16();

                        // get the character so we can get the account id
                        Character c=Program.storage.getCharacter(id, null);

                        if(c!=null)
                        {
                            Program.storage.setAccountLevel(c.getAccountID(), level);
                        }
                    } break;

                case Protocol.GAMSG_STATISTICS:
                    {
                        //while (message.getUnreadLength()!=0)
                        //{
                        //    int mapId = message.readInt16();
                        //    ServerStatistics::iterator i = server.maps.find(mapId);

                        //    if (i == server.maps.end())
                        //    {
                        //        Logger.Add(LogLevel.Error, "Server {0}:{1} should not be sending statistics for map {2}.", server.address, server.port, mapId);
                        //        // Skip remaining data.
                        //        break;
                        //    }

                        //    MapStatistics m = i.second;
                        //    m.nbThings =(ushort) message.readInt16();
                        //    m.nbMonsters=(ushort)message.readInt16();
                        //    int nb = message.readInt16();
                        //    m.players.resize(nb);
                        //    for (int j = 0; j < nb; ++j)
                        //    {
                        //        m.players[j] = message.readInt32();
                        //    }
                        //}
                    } break;

                case Protocol.GCMSG_REQUEST_POST:
                    {
                        // Retrieve the post for user
                        Logger.Write(LogLevel.Debug, "GCMSG_REQUEST_POST");
                        result.writeInt16((int)Protocol.CGMSG_POST_RESPONSE);

                        // get the character id
                        int characterId=message.readInt32();

                        // send the character id of sender
                        result.writeInt32(characterId);

                        // get the character based on the id
                        Character ptr=Program.storage.getCharacter(characterId, null);
                        if(ptr!=null)
                        {
                            // Invalid character
                            Logger.Write(LogLevel.Error, "Error finding character id for post");
                            break;
                        }

                        // get the post for that character
                        Post post=Program.postalManager.getPost(ptr);

                        // send the post if valid
                        if(post!=null)
                        {
                            for(int 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());
                                List<InventoryItem> items=letter.getAttachments();

                                for(uint j=0; j<items.Count; ++j)
                                {
                                    result.writeInt16((int)items[(int)j].itemId);
                                    result.writeInt16((int)items[(int)j].amount);
                                }
                            }

                            // clean up
                            Program.postalManager.clearPost(ptr);
                        }

                    } break;

                case Protocol.GCMSG_STORE_POST:
                    {
                        //// Store the letter for the user
                        //Logger.Add(LogLevel.Debug, "GCMSG_STORE_POST");
                        //result.writeInt16((int)Protocol.CGMSG_STORE_POST_RESPONSE);

                        //// get the sender and receiver
                        //int senderId = message.readInt32();
                        //string receiverName = message.readString();

                        //// for sending it back
                        //result.writeInt32(senderId);

                        //// get their characters
                        //Character sender = Program.storage.getCharacter(senderId, null);
                        //Character receiver=Program.storage.getCharacter(receiverName);

                        //if (sender!=null || receiver!=null)
                        //{
                        //    // Invalid character
                        //    Logger.Add(LogLevel.Error, "Error finding character id for post");
                        //    result.writeInt8(ManaServ.ERRMSG_INVALID_ARGUMENT);
                        //    break;
                        //}

                        //// get the letter contents
                        //string contents = message.readString();

                        //List<Pair<int>> items;

                        //while (message.getUnreadLength()!=0)
                        //{
                        //    items.Add(new Pair<int>(message.readInt16(), message.readInt16()));
                        //}

                        //// save the letter
                        //Logger.Add(LogLevel.Debug, "Creating letter");
                        //Letter letter = new Letter(0, sender, receiver);
                        //letter.addText(contents);

                        //for (uint i = 0; i < items.Count; ++i)
                        //{
                        //    InventoryItem item;
                        //    item.itemId = items[i].first;
                        //    item.amount = items[i].second;
                        //    letter.addAttachment(item);
                        //}

                        //Program.postalManager.addLetter(letter);

                        //result.writeInt8(ManaServ.ERRMSG_OK);
                    } break;

                case Protocol.GAMSG_TRANSACTION:
                    {
                        Logger.Write(LogLevel.Debug, "TRANSACTION");
                        int id=message.readInt32();
                        int action=message.readInt32();
                        string messageS=message.readString();

                        Transaction trans=new Transaction();
                        trans.mCharacterId=(uint)id;
                        trans.mAction=(uint)action;
                        trans.mMessage=messageS;
                        Program.storage.addTransaction(trans);
                    } break;

                case Protocol.GCMSG_PARTY_INVITE:
                    Program.chatHandler.handlePartyInvite(message);
                    break;

                case Protocol.GAMSG_CREATE_ITEM_ON_MAP:
                    {
                        int mapId=message.readInt32();
                        int itemId=message.readInt32();
                        int amount=message.readInt16();
                        int posX=message.readInt16();
                        int posY=message.readInt16();

                        Logger.Write(LogLevel.Debug, "Gameserver create item {0} on map {1} ", itemId, mapId);

                        Program.storage.addFloorItem(mapId, itemId, amount, posX, posY);
                    } break;

                case Protocol.GAMSG_REMOVE_ITEM_ON_MAP:
                    {
                        int mapId=message.readInt32();
                        int itemId=message.readInt32();
                        int amount=message.readInt16();
                        int posX=message.readInt16();
                        int posY=message.readInt16();

                        Logger.Write(LogLevel.Debug, "Gameserver removed item {0} from map {1}", itemId, mapId);

                        Program.storage.removeFloorItem(mapId, itemId, amount, posX, posY);
                    } break;

                default:
                    {
                        Logger.Write(LogLevel.Warning, "ServerHandler::processMessage, Invalid message type: {0}", message.getId());
                        result.writeInt16((int)Protocol.XXMSG_INVALID);
                        break;
                    }
            }

            // return result
            if(result.getLength()>0)
            {
                computer.send(result);
            }
        }
Ejemplo n.º 16
0
        void getPost(Character c)
        {
            // let the postman know to expect some post for this character
            Program.postMan.addCharacter(c);

            // send message to account server with id of retrieving player
            Logger.Write(LogLevel.Debug, "Sending GCMSG_REQUEST_POST");
            MessageOut outmsg=new MessageOut(Protocol.GCMSG_REQUEST_POST);
            outmsg.writeInt32(c.getDatabaseID());
            send(outmsg);
        }
Ejemplo n.º 17
0
 void changeAccountLevel(Character c, int level)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_CHANGE_ACCOUNT_LEVEL);
     msg.writeInt32(c.getDatabaseID());
     msg.writeInt16(level);
     send(msg);
 }
Ejemplo n.º 18
0
 void banCharacter(Character ch, int duration)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_BAN_PLAYER);
     msg.writeInt32(ch.getDatabaseID());
     msg.writeInt32(duration);
     send(msg);
 }
Ejemplo n.º 19
0
        public void syncChanges(bool force)
        {
            if(mSyncMessages==0)
                return;

            // send buffer if:
            //    a.) forced by any process
            //    b.) every 10 seconds
            //    c.) buffer reaches size of 1kb
            //    d.) buffer holds more then 20 messages
            if(force||
                mSyncMessages>SYNC_BUFFER_LIMIT||
                mSyncBuffer.getLength()>SYNC_BUFFER_SIZE)
            {
                Logger.Write(LogLevel.Debug, "Sending GAMSG_PLAYER_SYNC with {0} messages.", mSyncMessages);

                send(mSyncBuffer);

                mSyncBuffer=new MessageOut(Protocol.GAMSG_PLAYER_SYNC);
                mSyncMessages=0;
            }
            else
            {
                Logger.Write(LogLevel.Debug, "No changes to sync with account server.");
            }
        }
Ejemplo n.º 20
0
        public bool start(int gameServerPort)
        {
            string accountServerAddress=Configuration.getValue("net_accountHost", "localhost");

            // When the accountListenToGamePort is set, we use it.
            // Otherwise, we use the accountListenToClientPort + 1 if the option is set.
            // If neither, the DEFAULT_SERVER_PORT + 1 is used.
            int alternativePort=Configuration.getValue("net_accountListenToClientPort", 0)+1;
            if(alternativePort==1)
                alternativePort=Configuration.DEFAULT_SERVER_PORT+1;

            int accountServerPort=Configuration.getValue("net_accountListenToGamePort", alternativePort);

            if(!start(accountServerAddress, accountServerPort))
            {
                Logger.Write(LogLevel.Information, "Unable to create a connection to an account server.");
                return false;
            }

            Logger.Write(LogLevel.Information, "Connection established to the account server.");

            string gameServerAddress=Configuration.getValue("net_gameHost", "localhost");
            string password=Configuration.getValue("net_password", "changeMe");

            // Register with the account server and send the list of maps we handle
            MessageOut msg=new MessageOut(Protocol.GAMSG_REGISTER);
            msg.writeString(gameServerAddress);
            msg.writeInt16(gameServerPort);
            msg.writeString(password);
            msg.writeInt32((int)Program.itemManager.getDatabaseVersion());

            Dictionary<int, MapComposite> m=MapManager.getMaps();

            foreach(int map in m.Keys)
            {
                msg.writeInt16(map);
            }

            send(msg);

            // initialize sync buffer
            if(mSyncBuffer==null)
                mSyncBuffer=new MessageOut(Protocol.GAMSG_PLAYER_SYNC);

            return true;
        }
Ejemplo n.º 21
0
        public static void sendPartyChange(Character ptr, int partyId)
        {
            GameServer s=getGameServerFromMap(ptr.getMapId());

            if(s!=null)
            {
                MessageOut msg=new MessageOut(Protocol.CGMSG_CHANGED_PARTY);
                msg.writeInt32(ptr.getDatabaseID());
                msg.writeInt32(partyId);
                s.send(msg);
            }
        }
Ejemplo n.º 22
0
 void removeFloorItems(int mapId, int itemId, int amount, int posX, int posY)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_REMOVE_ITEM_ON_MAP);
     msg.writeInt32(mapId);
     msg.writeInt32(itemId);
     msg.writeInt16(amount);
     msg.writeInt16(posX);
     msg.writeInt16(posY);
     send(msg);
 }
Ejemplo n.º 23
0
 public void send(MessageOut msg)
 {
     send(msg, true, 0);
 }
Ejemplo n.º 24
0
 void requestCharacterVar(Character ch, string name)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_GET_VAR_CHR);
     msg.writeInt32(ch.getDatabaseID());
     msg.writeString(name);
     send(msg);
 }
Ejemplo n.º 25
0
        //, bool reliable, uint channel)
        //TODO Connection zu Netcomputer zusammenfassen?
        public void send(MessageOut msg)
        {
            NetworkStream stream=mRemote.GetStream();

            //Länge senden
            ushort lengthPackage=(ushort)msg.getLength();
            byte[] lengthAsByteArray=BitConverter.GetBytes(lengthPackage);
            stream.Write(lengthAsByteArray, 0, (int)lengthAsByteArray.Length);

            stream.Write(msg.getData(), 0, (int)msg.getLength());

            //if (!mRemote) {
            //    LOG_WARN("Can't send message to unconnected host! (" << msg << ")");
            //    return;
            //}

            //gBandwidth.increaseInterServerOutput(msg.getLength());

            //ENetPacket *packet;
            //packet = enet_packet_create(msg.getData(),
            //                            msg.getLength(),
            //                            reliable ? ENET_PACKET_FLAG_RELIABLE : 0);

            //if (packet)
            //    enet_peer_send(mRemote, channel, packet);
            //else
            //    LOG_ERROR("Failure to create packet!");
        }
Ejemplo n.º 26
0
        void sendPost(Character c, MessageIn msg)
        {
            // send message to account server with id of sending player,
            // the id of receiving player, the letter receiver and contents, and attachments
            Logger.Write(LogLevel.Debug, "Sending GCMSG_STORE_POST.");
            MessageOut outmsg=new MessageOut(Protocol.GCMSG_STORE_POST);
            outmsg.writeInt32(c.getDatabaseID());
            outmsg.writeString(msg.readString()); // name of receiver
            outmsg.writeString(msg.readString()); // content of letter

            while(msg.getUnreadLength()>0) // attachments
            {
                // write the item id and amount for each attachment
                outmsg.writeInt32(msg.readInt16());
                outmsg.writeInt32(msg.readInt16());
            }

            send(outmsg);
        }
Ejemplo n.º 27
0
        /**
         * Sets message fields describing character look.
         */
        static void serializeLooks(Character ch, MessageOut msg, bool full)
        {
            //const Possessions &poss = ch.getPossessions();
            //unsigned int nb_slots = itemManager.getVisibleSlotCount();

            //// Bitmask describing the changed entries.
            //int changed = (1 << nb_slots) - 1;
            //if (!full)
            //{
            //    // TODO: do not assume the whole equipment changed,
            //    // when an update is asked for.
            //    changed = (1 << nb_slots) - 1;
            //}

            //std::vector<unsigned int> items;
            //items.resize(nb_slots, 0);
            //// Partially build both kinds of packet, to get their sizes.
            //unsigned int mask_full = 0, mask_diff = 0;
            //unsigned int nb_full = 0, nb_diff = 0;
            //std::map<unsigned int, unsigned int>::const_iterator it =
            //                                                poss.equipSlots.begin();
            //for (unsigned int i = 0; i < nb_slots; ++i)
            //{
            //    if (changed & (1 << i))
            //    {
            //        // Skip slots that have not changed, when sending an update.
            //        ++nb_diff;
            //        mask_diff |= 1 << i;
            //    }
            //    if (it == poss.equipSlots.end() || it.first > i) continue;
            //    ItemClass *eq;
            //    items[i] = it.first && (eq = itemManager.getItem(it.first)) ?
            //               eq.getSpriteID() : 0;
            //    if (items[i])
            //    {
            //        /* If we are sending the whole equipment, only filled slots have to
            //           be accounted for, as the other ones will be automatically cleared. */
            //        ++nb_full;
            //        mask_full |= 1 << i;
            //    }
            //}

            //// Choose the smaller payload.
            //if (nb_full <= nb_diff) full = true;

            ///* Bitmask enumerating the sent slots.
            //   Setting the upper bit tells the client to clear the slots beforehand. */
            //int mask = full ? mask_full | (1 << 7) : mask_diff;

            //msg.writeInt8(mask);
            //for (unsigned int i = 0; i < nb_slots; ++i)
            //{
            //    if (mask & (1 << i)) msg.writeInt16(items[i]);
            //}
        }
Ejemplo n.º 28
0
 void sendTransaction(int id, int action, string message)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_TRANSACTION);
     msg.writeInt32(id);
     msg.writeInt32(action);
     msg.writeString(message);
     send(msg);
 }
Ejemplo n.º 29
0
        static void warp(Character ptr, MapComposite map, int x, int y)
        {
            //TODO DEBUG555 entfernen
            int debug=555;

            remove(ptr);
            ptr.setMap(map);
            ptr.setPosition(new Point(x, y));
            ptr.clearDestination();
            /* Force update of persistent data on map change, so that
               characters can respawn at the start of the map after a death or
               a disconnection. */
            Program.accountHandler.sendCharacterData(ptr);

            if(map.isActive())
            {
                if(!insert(ptr))
                {
                    ptr.disconnected();
                    Program.gameHandler.kill(ptr);
                }
            }
            else
            {
                MessageOut msg=new MessageOut(Protocol.GAMSG_REDIRECT);
                msg.writeInt32(ptr.getDatabaseID());
                Program.accountHandler.send(msg);
                Program.gameHandler.prepareServerChange(ptr);
            }
        }
Ejemplo n.º 30
0
 void updateCharacterVar(Character ch, string name, string value)
 {
     MessageOut msg=new MessageOut(Protocol.GAMSG_SET_VAR_CHR);
     msg.writeInt32(ch.getDatabaseID());
     msg.writeString(name);
     msg.writeString(value);
     send(msg);
 }