/// <inheritdoc />
        public override async Task HandleMessage(IPeerSessionMessageContext <GameServerPacketPayload> context, ClientSessionClaimRequestPayload payload)
        {
            //TODO: We need better validation/authorization for clients trying to claim a session. Right now it's open to malicious attack
            ZoneServerTryClaimSessionResponse zoneServerTryClaimSessionResponse = null;

            try
            {
                ProjectVersionStage.AssertAlpha();
                zoneServerTryClaimSessionResponse = await GameServerClient.TryClaimSession(new ZoneServerTryClaimSessionRequest(await GameServerClient.GetAccountIdFromToken(payload.JWT), payload.CharacterId))
                                                    .ConfigureAwait(false);
            }
            catch (Exception e)            //we could get an unauthorized response
            {
                Logger.Error($"Failed to Query for AccountId: {e.Message}. AuthToken provided was: {payload.JWT}");
                throw;
            }

            if (!zoneServerTryClaimSessionResponse.isSuccessful)
            {
                //TODO: Better error code
                await context.PayloadSendService.SendMessage(new ClientSessionClaimResponsePayload(ClientSessionClaimResponseCode.SessionUnavailable))
                .ConfigureAwait(false);

                return;
            }

            NetworkEntityGuidBuilder builder = new NetworkEntityGuidBuilder();

            builder
            .WithId(payload.CharacterId)
            .WithType(EntityType.Player);

            //TODO: We assume they are authenticated, we don't check at the moment but we WILL and SHOULD. Just load their location.
            ZoneServerCharacterLocationResponse locationResponse = await GameServerClient.GetCharacterLocation(payload.CharacterId)
                                                                   .ConfigureAwait(false);

            Vector3 position = locationResponse.isSuccessful ? locationResponse.Position : Vector3.zero;

            if (Logger.IsDebugEnabled)
            {
                Logger.Debug($"Recieved player location: {position}");
            }

            //Just broadcast successful claim, let listeners figure out what to do with this information.
            OnSuccessfulSessionClaimed?.Invoke(this, new PlayerSessionClaimedEventArgs(builder.Build(), position, new PlayerEntitySessionContext(context.PayloadSendService, context.Details.ConnectionId)));

            await context.PayloadSendService.SendMessage(new ClientSessionClaimResponsePayload(ClientSessionClaimResponseCode.Success))
            .ConfigureAwait(false);

            //TODO: We shouldn't hardcode this, we should send the correct scene specified by the gameserver this zone/instance connects to to service.
            await context.PayloadSendService.SendMessage(new LoadNewSceneEventPayload(PlayableGameScene.LobbyType1))
            .ConfigureAwait(false);
        }
Esempio n. 2
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        /// <inheritdoc />
        public override async Task HandleMessage(IPeerSessionMessageContext <GameServerPacketPayload> context, ClientSessionClaimRequestPayload payload)
        {
            //TODO: We need better validation/authorization for clients trying to claim a session. Right now it's open to malicious attack
            ZoneServerTryClaimSessionResponse zoneServerTryClaimSessionResponse = null;

            try
            {
                ProjectVersionStage.AssertAlpha();
                zoneServerTryClaimSessionResponse = await GameServerClient.TryClaimSession(new ZoneServerTryClaimSessionRequest(await GameServerClient.GetAccountIdFromToken(payload.JWT), payload.CharacterId))
                                                    .ConfigureAwaitFalse();
            }
            catch (Exception e)            //we could get an unauthorized response
            {
                Logger.Error($"Failed to Query for AccountId: {e.Message}. AuthToken provided was: {payload.JWT}");
                throw;
            }

            if (!zoneServerTryClaimSessionResponse.isSuccessful)
            {
                if (Logger.IsWarnEnabled)
                {
                    Logger.Warn($"Client attempted to claim session for Character: {payload.CharacterId} but was denied.");
                }

                //TODO: Better error code
                await context.PayloadSendService.SendMessage(new ClientSessionClaimResponsePayload(ClientSessionClaimResponseCode.SessionUnavailable))
                .ConfigureAwaitFalse();

                return;
            }

            NetworkEntityGuid entityGuid = new NetworkEntityGuidBuilder()
                                           .WithId(payload.CharacterId)
                                           .WithType(EntityType.Player)
                                           .Build();

            //TODO: We assume they are authenticated, we don't check at the moment but we WILL and SHOULD. Just load their location.
            ZoneServerCharacterLocationResponse locationResponse = await GameServerClient.GetCharacterLocation(payload.CharacterId)
                                                                   .ConfigureAwaitFalse();

            Vector3 position = locationResponse.isSuccessful ? locationResponse.Position : SpawnPointProvider.GetSpawnPoint().WorldPosition;

            SpawnPointData pointData = new SpawnPointData(position, Quaternion.identity);

            if (Logger.IsDebugEnabled)
            {
                Logger.Debug($"Recieved player location: {pointData.WorldPosition} from {(locationResponse.isSuccessful ? "Database" : "Spawnpoint")}");
            }

            //TODO: We need a cleaner/better way to load initial player data.
            ResponseModel <CharacterDataInstance, CharacterDataQueryReponseCode> characterData = await CharacterService.GetCharacterData(payload.CharacterId);

            //TODO: Check success.
            InitialCharacterDataMappable.AddObject(entityGuid, characterData.Result);

            //Just broadcast successful claim, let listeners figure out what to do with this information.
            OnSuccessfulSessionClaimed?.Invoke(this, new PlayerSessionClaimedEventArgs(entityGuid, pointData.WorldPosition, new PlayerEntitySessionContext(context.PayloadSendService, context.Details.ConnectionId, context.ConnectionService)));

            await context.PayloadSendService.SendMessage(new ClientSessionClaimResponsePayload(ClientSessionClaimResponseCode.Success))
            .ConfigureAwaitFalse();
        }