コード例 #1
0
ファイル: Character.cs プロジェクト: Postremus/server
        //:
        //Being(OBJECT_CHARACTER),
        //mClient(NULL),
        //mTransactionHandler(NULL),
        //mRechargePerSpecial(0),
        //mSpecialUpdateNeeded(false),
        //mDatabaseID(-1),
        //mHairStyle(0),
        //mHairColor(0),
        //mLevel(1),
        //mLevelProgress(0),
        //mUpdateLevelProgress(false),
        //mRecalculateLevel(true),
        //mParty(0),
        //mTransaction(TRANS_NONE)
        public Character(MessageIn msg)
            : base(ThingType.OBJECT_CHARACTER)
        {
            //const AttributeScope &attr =
            //                       attributeManager.getAttributeScope(CharacterScope);
            //LOG_DEBUG("Character creation: initialisation of "
            //          << attr.size() << " attributes.");
            //for (AttributeScope::const_iterator it1 = attr.begin(),
            //     it1_end = attr.end(); it1 != it1_end; ++it1)
            //    mAttributes.insert(std::make_pair(it1.first, Attribute(*it1.second)));

            //// Get character data.
            //mDatabaseID = msg.readInt32();
            //setName(msg.readString());
            //deserializeCharacterData(*this, msg);
            //mOld = getPosition();
            //Inventory(this).initialize();
            //modifiedAllAttribute();
            //setSize(16);

            //// Give the character some specials for testing.
            ////TODO: Get from quest vars and equipment
            //giveSpecial(1);
            //giveSpecial(2);
            //giveSpecial(3);
        }
コード例 #2
0
ファイル: ChatHandler.cs プロジェクト: Postremus/server
        public void handlePartyInvite(MessageIn msg)
        {
            string inviterName = msg.readString();
            string inviteeName = msg.readString();
            ChatClient inviter = getClient(inviterName);
            ChatClient invitee = getClient(inviteeName);

            if (inviter==null|| invitee==null) return;

            removeExpiredPartyInvites();
            int maxInvitesPerTimeframe = 10;

            int num = mNumInvites[inviterName];

            if (num >= maxInvitesPerTimeframe)
            {
                MessageOut @out=new MessageOut(Protocol.CPMSG_PARTY_REJECTED);
                @out.writeString(inviterName);
                @out.writeInt8((int)ErrorMessage.ERRMSG_LIMIT_REACHED);
                inviter.send(@out);
                return;
            }
            ++num;

            if (invitee.party!=null)
            {
                MessageOut @out=new MessageOut(Protocol.CPMSG_PARTY_REJECTED);
                @out.writeString(inviterName);
                @out.writeInt8((int)ErrorMessage.ERRMSG_FAILURE);
                inviter.send(@out);
                return;
            }

            mInvitations.Add(new PartyInvite(inviterName, inviteeName));

            MessageOut msgout=new MessageOut(Protocol.CPMSG_PARTY_INVITED);
            msgout.writeString(inviterName);
            invitee.send(msgout);
        }
コード例 #3
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleAttack(GameClient client, MessageIn message)
        {
            //int id = message.readInt16();
            //LOG_DEBUG("Character " << client.character.getPublicID()
            //          << " attacked being " << id);

            //Actor *o = findActorNear(client.character, id);
            //if (o && o.getType() != OBJECT_NPC)
            //{
            //    Being *being = static_cast<Being*>(o);
            //    client.character.setTarget(being);
            //    client.character.setAction(ATTACK);
            //}
        }
コード例 #4
0
ファイル: AccountConnection.cs プロジェクト: Invertika/server
        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);
        }
コード例 #5
0
ファイル: ServerHandler.cs プロジェクト: Postremus/server
        //    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);
            }
        }
コード例 #6
0
ファイル: Character.cs プロジェクト: Invertika/server
        //        /** Sets the value of a base attribute of the character. */
        //        void setAttribute(unsigned int id, double value)
        //        { mAttributes[id].base = value; }
        //        
        //        void setModAttribute(unsigned int id, double value)
        //        { mAttributes[id].modified = value; }
        public void deserializeCharacterData(MessageIn msg)
        {
            // general character properties
            setAccountLevel(msg.readInt8());
            setGender((BeingGender)msg.readInt8());
            setHairStyle(msg.readInt8());
            setHairColor(msg.readInt8());
            setLevel(msg.readInt16());
            setCharacterPoints(msg.readInt16());
            setCorrectionPoints(msg.readInt16());

            // character attributes
            uint attrSize=(uint)msg.readInt16();
            for(uint i = 0;i < attrSize;++i)
            {
                uint id=(uint)msg.readInt16();
                double @base=msg.readDouble(),
                mod=msg.readDouble();
                setAttribute(id,  @base);
                setModAttribute(id, mod);
            }

            // character skills
            int skillSize=msg.readInt16();

            for(int i = 0;i < skillSize;++i)
            {
                int skill=msg.readInt16();
                int level=msg.readInt32();
                setExperience(skill, level);
            }

            // status effects currently affecting the character
            int statusSize=msg.readInt16();

            for(int i = 0;i < statusSize;i++)
            {
                int status=msg.readInt16();
                int time=msg.readInt16();
                applyStatusEffect(status, time);
            }

            // location
            setMapId(msg.readInt16());

            Point temporaryPoint=new Point();
            temporaryPoint.x=msg.readInt16();
            temporaryPoint.y=msg.readInt16();
            setPosition(temporaryPoint);

            // kill count
            int killSize=msg.readInt16();
            for(int i = 0;i < killSize;i++)
            {
                int monsterId=msg.readInt16();
                int kills=msg.readInt32();
                setKillCount(monsterId, kills);
            }

            // character specials
            int specialSize=msg.readInt16();
            clearSpecials();
            for(int i = 0;i < specialSize;i++)
            {
                giveSpecial(msg.readInt32());
            }

            Possessions poss=getPossessions();
            Dictionary< uint, EquipmentItem > equipData=new Dictionary<uint, EquipmentItem>();
            int equipSlotsSize=msg.readInt16();
            uint eqSlot;
            EquipmentItem equipItem=new EquipmentItem();
            for(int j = 0;j < equipSlotsSize;++j)
            {
                eqSlot=(uint)msg.readInt16();
                equipItem.itemId=(uint)msg.readInt16();
                equipItem.itemInstance=(uint)msg.readInt16();
                equipData.Add(eqSlot, equipItem);
            }
            poss.setEquipment(equipData);

            // Loads inventory - must be last because size isn't transmitted
            Dictionary<uint, InventoryItem > inventoryData=new Dictionary<uint, InventoryItem>();
            while(msg.getUnreadLength()>0)
            {
                InventoryItem i=new InventoryItem();
                int slotId=msg.readInt16();
                i.itemId=(uint)msg.readInt16();
                i.amount=(uint)msg.readInt16();
                inventoryData.Add((uint)slotId, i);
            }

            poss.setInventory(inventoryData);
        }
コード例 #7
0
ファイル: AccountConnection.cs プロジェクト: Postremus/server
        void processMessage(MessageIn msg)
        {
            //switch (msg.getId())
            //{
            //    case AGMSG_REGISTER_RESPONSE:
            //    {
            //        if (msg.readInt16() != DATA_VERSION_OK)
            //        {
            //            LOG_ERROR("Item database is outdated! Please update to "
            //                      "prevent inconsistencies");
            //            stop();  // Disconnect gracefully from account server.
            //            // Stop gameserver to prevent inconsistencies.
            //            exit(EXIT_DB_EXCEPTION);
            //        }
            //        else
            //        {
            //            LOG_DEBUG("Local item database is "
            //                      "in sync with account server.");
            //        }
            //        if (msg.readInt16() != PASSWORD_OK)
            //        {
            //            LOG_ERROR("This game server sent a invalid password");
            //            stop();
            //            exit(EXIT_BAD_CONFIG_PARAMETER);
            //        }

            //        // read world state variables
            //        while (msg.getUnreadLength())
            //        {
            //            std::string key = msg.readString();
            //            std::string value = msg.readString();
            //            if (!key.empty() && !value.empty())
            //            {
            //                GameState::setVariableFromDbserver(key, value);
            //            }
            //        }

            //    } break;

            //    case AGMSG_PLAYER_ENTER:
            //    {
            //        std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
            //        Character *ptr = new Character(msg);
            //        gameHandler.addPendingCharacter(token, ptr);
            //    } break;

            //    case AGMSG_ACTIVE_MAP:
            //    {
            //        int mapId = msg.readInt16();
            //        if (MapManager::activateMap(mapId))
            //        {
            //            // Set map variables
            //            MapComposite *m = MapManager::getMap(mapId);
            //            int mapVarsNumber = msg.readInt16();
            //            for(int i = 0; i < mapVarsNumber; ++i)
            //            {
            //                std::string key = msg.readString();
            //                std::string value = msg.readString();
            //                if (!key.empty() && !value.empty())
            //                    m.setVariableFromDbserver(key, value);
            //            }

            //            // Recreate potential persistent floor items
            //            LOG_DEBUG("Recreate persistant items on map " << mapId);
            //            int floorItemsNumber = msg.readInt16();

            //            for(int i = 0; i < floorItemsNumber; i += 4)
            //            {
            //                int itemId = msg.readInt32();
            //                int amount = msg.readInt16();
            //                int posX = msg.readInt16();
            //                int posY = msg.readInt16();

            //                if (ItemClass *ic = itemManager.getItem(itemId))
            //                {
            //                    Item *item = new Item(ic, amount);
            //                    item.setMap(m);
            //                    Point dst(posX, posY);
            //                    item.setPosition(dst);

            //                    if (!GameState::insertOrDelete(item))
            //                    {
            //                        // The map is full.
            //                        LOG_WARN("Couldn't add floor item(s) " << itemId
            //                            << " into map " << mapId);
            //                        return;
            //                    }
            //                }
            //            }
            //        }
            //    } break;

            //    case AGMSG_SET_VAR_WORLD:
            //    {
            //        std::string key = msg.readString();
            //        std::string value = msg.readString();
            //        GameState::setVariableFromDbserver(key, value);
            //        LOG_DEBUG("Global variable \"" << key << "\" has changed to \""
            //                  << value << "\"");
            //    } break;

            //    case AGMSG_REDIRECT_RESPONSE:
            //    {
            //        int id = msg.readInt32();
            //        std::string token = msg.readString(MAGIC_TOKEN_LENGTH);
            //        std::string address = msg.readString();
            //        int port = msg.readInt16();
            //        gameHandler.completeServerChange(id, token, address, port);
            //    } break;

            //    case AGMSG_GET_VAR_CHR_RESPONSE:
            //    {
            //        int id = msg.readInt32();
            //        std::string name = msg.readString();
            //        std::string value = msg.readString();
            //        recoveredQuestVar(id, name, value);
            //    } break;

            //    case CGMSG_CHANGED_PARTY:
            //    {
            //        // Character DB id
            //        int charid = msg.readInt32();
            //        // Party id, 0 for none
            //        int partyid = msg.readInt32();
            //        gameHandler.updateCharacter(charid, partyid);
            //    } break;

            //    case CGMSG_POST_RESPONSE:
            //    {
            //        // get the character
            //        Character *character = postMan.getCharacter(msg.readInt32());

            //        // 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.readInt32());

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

            //        // TODO: Get NPC to tell character if the sending of post
            //        // was successful or not

            //    } break;

            //    default:
            //        LOG_WARN("Invalid message type");
            //        break;
            //}
        }
コード例 #8
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleWalk(GameClient client, MessageIn message)
        {
            //const int x = message.readInt16();
            //const int y = message.readInt16();

            //Point dst(x, y);
            //client.character.setDestination(dst);
        }
コード例 #9
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
 void handleNpcPostSend(GameClient client, MessageIn message)
 {
     //// add the character so that the post man knows them
     //postMan.addCharacter(client.character);
     //accountHandler.sendPost(client.character, message);
 }
コード例 #10
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
 void handleNpcBuySell(GameClient client, MessageIn message)
 {
     //BuySell *t = client.character.getBuySell();
     //if (!t)
     //    return;
     //const int id = message.readInt16();
     //const int amount = message.readInt16();
     //t.perform(id, amount);
 }
コード例 #11
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleNpc(GameClient client, MessageIn message)
        {
            //int id = message.readInt16();
            //Actor *actor = findActorNear(client.character, id);
            //if (!actor || actor.getType() != OBJECT_NPC)
            //{
            //    sendNpcError(client, id, "Not close enough to NPC\n");
            //    return;
            //}

            //NPC *npc = static_cast<NPC *>(actor);
            //switch (message.getId())
            //{
            //    case PGMSG_NPC_SELECT:
            //        npc.select(client.character, message.readInt8());
            //        break;
            //    case PGMSG_NPC_NUMBER:
            //        npc.integerReceived(client.character, message.readInt32());
            //        break;
            //    case PGMSG_NPC_STRING:
            //        npc.stringReceived(client.character, message.readString());
            //        break;
            //    case PGMSG_NPC_TALK:
            //    case PGMSG_NPC_TALK_NEXT:
            //    default:
            //        npc.prompt(client.character, message.getId() == PGMSG_NPC_TALK);
            //}
        }
コード例 #12
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleMoveItem(GameClient client, MessageIn message)
        {
            //const int slot1 = message.readInt16();
            //const int slot2 = message.readInt16();
            //const int amount = message.readInt16();

            //Inventory(client.character).move(slot1, slot2, amount);
            //// log transaction
            //std::stringstream str;
            //str << "User moved item "
            //    << " from slot " << slot1 << " to slot " << slot2;
            //accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                TRANS_ITEM_MOVE, str.str());
        }
コード例 #13
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleDrop(GameClient client, MessageIn message)
        {
            //const int slot = message.readInt16();
            //const int amount = message.readInt16();
            //Inventory inv(client.character);

            //if (ItemClass *ic = itemManager.getItem(inv.getItem(slot)))
            //{
            //    int nb = inv.removeFromSlot(slot, amount);
            //    Item *item = new Item(ic, amount - nb);
            //    item.setMap(client.character.getMap());
            //    item.setPosition(client.character.getPosition());
            //    if (!GameState::insert(item))
            //    {
            //        // The map is full. Put back into inventory.
            //        inv.insert(ic.getDatabaseID(), amount - nb);
            //        delete item;
            //        return;
            //    }

            //    Point pt = client.character.getPosition();

            //    // We store the item in database only when the floor items are meant
            //    // to be persistent between two server restarts.
            //    if (!Configuration::getValue("game_floorItemDecayTime", 0))
            //    {
            //        // Create the floor item on map
            //        accountHandler.createFloorItems(client.character.getMap().getID(),
            //                                        ic.getDatabaseID(),
            //                                        amount, pt.x, pt.y);
            //    }

            //    // log transaction
            //    std::stringstream str;
            //    str << "User dropped item " << ic.getDatabaseID()
            //        << " at " << pt.x << "x" << pt.y;
            //    accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                    TRANS_ITEM_DROP, str.str());
            //}
        }
コード例 #14
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleDisconnect(GameClient client, MessageIn message)
        {
            //const bool reconnectAccount = (bool) message.readInt8();

            //MessageOut result(GPMSG_DISCONNECT_RESPONSE);
            //result.writeInt8(ERRMSG_OK); // It is, when control reaches here

            //if (reconnectAccount)
            //{
            //    std::string magic_token(utils::getMagicToken());
            //    result.writeString(magic_token, MAGIC_TOKEN_LENGTH);
            //    // No accountserver data, the client should remember that
            //    accountHandler.playerReconnectAccount(
            //                client.character.getDatabaseID(),
            //                magic_token);
            //}
            //// TODO: implement a delayed remove
            //GameState::remove(client.character);

            //accountHandler.sendCharacterData(client.character);

            //// Done with the character
            //client.character.disconnected();
            //delete client.character;
            //client.character = 0;
            //client.status = CLIENT_LOGIN;

            //client.send(result);
        }
コード例 #15
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
 void handleDirectionChange(GameClient client, MessageIn message)
 {
     //const BeingDirection direction = (BeingDirection) message.readInt8();
     //client.character.setDirection(direction);
 }
コード例 #16
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleUseItem(GameClient client, MessageIn message)
        {
            //const int slot = message.readInt16();
            //Inventory inv(client.character);

            //if (ItemClass *ic = itemManager.getItem(inv.getItem(slot)))
            //{
            //    if (ic.hasTrigger(ITT_ACTIVATE))
            //    {
            //        std::stringstream str;
            //        str << "User activated item " << ic.getDatabaseID()
            //            << " from slot " << slot;
            //        accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                        TRANS_ITEM_USED, str.str());
            //        if (ic.useTrigger(client.character, ITT_ACTIVATE))
            //            inv.removeFromSlot(slot, 1);
            //    }
            //}
        }
コード例 #17
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
 void handleUseSpecial(GameClient client, MessageIn message)
 {
     //const int specialID = message.readInt8();
     //LOG_DEBUG("Character " << client.character.getPublicID()
     //          << " tries to use his special attack " << specialID);
     //client.character.useSpecial(specialID);
 }
コード例 #18
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handlePartyInvite(GameClient client, MessageIn message)
        {
            //MapComposite *map = client.character.getMap();
            //const int visualRange = Configuration::getValue("game_visualRange", 448);
            //std::string invitee = message.readString();

            //if (invitee == client.character.getName())
            //    return;

            //for (CharacterIterator it(map.getWholeMapIterator()); it; ++it)
            //{
            //    if ((*it).getName() == invitee)
            //    {
            //        // calculate if the invitee is within the visual range
            //        const int xInviter = client.character.getPosition().x;
            //        const int yInviter = client.character.getPosition().y;
            //        const int xInvitee = (*it).getPosition().x;
            //        const int yInvitee = (*it).getPosition().y;
            //        const int dx = std::abs(xInviter - xInvitee);
            //        const int dy = std::abs(yInviter - yInvitee);
            //        if (visualRange > std::max(dx, dy))
            //        {
            //            MessageOut out(GCMSG_PARTY_INVITE);
            //            out.writeString(client.character.getName());
            //            out.writeString(invitee);
            //            accountHandler.send(out);
            //            return;
            //        }
            //        break;
            //    }
            //}

            //// Invitee was not found or is too far away
            //MessageOut out(GPMSG_PARTY_INVITE_ERROR);
            //out.writeString(invitee);
            //client.send(out);
        }
コード例 #19
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void processMessage(NetComputer computer, MessageIn message)
        {
            //GameClient &client = *static_cast<GameClient *>(computer);

            //if (client.status == CLIENT_LOGIN)
            //{
            //    if (message.getId() != PGMSG_CONNECT)
            //        return;

            //    std::string magic_token = message.readString(MAGIC_TOKEN_LENGTH);
            //    client.status = CLIENT_QUEUED; // Before the addPendingClient
            //    mTokenCollector.addPendingClient(magic_token, &client);
            //    return;
            //}
            //else if (client.status != CLIENT_CONNECTED)
            //{
            //    return;
            //}

            //switch (message.getId())
            //{
            //    case PGMSG_SAY:
            //        handleSay(client, message);
            //        break;

            //    case PGMSG_NPC_TALK:
            //    case PGMSG_NPC_TALK_NEXT:
            //    case PGMSG_NPC_SELECT:
            //    case PGMSG_NPC_NUMBER:
            //    case PGMSG_NPC_STRING:
            //        handleNpc(client, message);
            //        break;

            //    case PGMSG_PICKUP:
            //        handlePickup(client, message);
            //        break;

            //    case PGMSG_USE_ITEM:
            //        handleUseItem(client, message);
            //        break;

            //    case PGMSG_DROP:
            //        handleDrop(client, message);
            //        break;

            //    case PGMSG_WALK:
            //        handleWalk(client, message);
            //        break;

            //    case PGMSG_EQUIP:
            //        handleEquip(client, message);
            //        break;

            //    case PGMSG_UNEQUIP:
            //        handleUnequip(client, message);
            //        break;

            //    case PGMSG_MOVE_ITEM:
            //        handleMoveItem(client, message);
            //        break;

            //    case PGMSG_ATTACK:
            //        handleAttack(client, message);
            //        break;

            //    case PGMSG_USE_SPECIAL:
            //        handleUseSpecial(client, message);
            //        break;

            //    case PGMSG_ACTION_CHANGE:
            //        handleActionChange(client, message);
            //        break;

            //    case PGMSG_DIRECTION_CHANGE:
            //        handleDirectionChange(client, message);
            //        break;

            //    case PGMSG_DISCONNECT:
            //        handleDisconnect(client, message);
            //        break;

            //    case PGMSG_TRADE_REQUEST:
            //        handleTradeRequest(client, message);
            //        break;

            //    case PGMSG_TRADE_CANCEL:
            //    case PGMSG_TRADE_AGREED:
            //    case PGMSG_TRADE_CONFIRM:
            //    case PGMSG_TRADE_ADD_ITEM:
            //    case PGMSG_TRADE_SET_MONEY:
            //        handleTrade(client, message);
            //        break;

            //    case PGMSG_NPC_BUYSELL:
            //        handleNpcBuySell(client, message);
            //        break;

            //    case PGMSG_RAISE_ATTRIBUTE:
            //        handleRaiseAttribute(client, message);
            //        break;

            //    case PGMSG_LOWER_ATTRIBUTE:
            //        handleLowerAttribute(client, message);
            //        break;

            //    case PGMSG_RESPAWN:
            //        // plausibility check is done by character class
            //        client.character.respawn();
            //        break;

            //    case PGMSG_NPC_POST_SEND:
            //        handleNpcPostSend(client, message);
            //        break;

            //    case PGMSG_PARTY_INVITE:
            //        handlePartyInvite(client, message);
            //        break;

            //    default:
            //        LOG_WARN("Invalid message type");
            //        client.send(MessageOut(XXMSG_INVALID));
            //        break;
            //}
        }
コード例 #20
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handlePickup(GameClient client, MessageIn message)
        {
            //const int x = message.readInt16();
            //const int y = message.readInt16();
            //const Point ppos = client.character.getPosition();

            //// TODO: use a less arbitrary value.
            //if (std::abs(x - ppos.x) + std::abs(y - ppos.y) < 48)
            //{
            //    MapComposite *map = client.character.getMap();
            //    Point ipos(x, y);
            //    for (FixedActorIterator i(map.getAroundPointIterator(ipos, 0)); i; ++i)
            //    {
            //        Actor *o = *i;
            //        Point opos = o.getPosition();
            //        if (o.getType() == OBJECT_ITEM && opos.x == x && opos.y == y)
            //        {
            //            Item *item = static_cast< Item * >(o);
            //            ItemClass *ic = item.getItemClass();
            //            int amount = item.getAmount();
            //            if (!Inventory(client.character).insert(ic.getDatabaseID(),
            //                                                   amount))
            //            {
            //                GameState::remove(item);

            //                // We only do this when items are to be kept in memory
            //                // between two server restart.
            //                if (!Configuration::getValue("game_floorItemDecayTime", 0))
            //                {
            //                    // Remove the floor item from map
            //                    accountHandler.removeFloorItems(map.getID(),
            //                                                    ic.getDatabaseID(),
            //                                                    amount, x, y);
            //                }

            //                // log transaction
            //                std::stringstream str;
            //                str << "User picked up item " << ic.getDatabaseID()
            //                    << " at " << opos.x << "x" << opos.y;
            //                accountHandler.sendTransaction(
            //                                          client.character.getDatabaseID(),
            //                                          TRANS_ITEM_PICKUP, str.str()
            //                                               );
            //            }
            //            break;
            //        }
            //    }
            //}
        }
コード例 #21
0
ファイル: AccountConnection.cs プロジェクト: Postremus/server
 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
     //LOG_DEBUG("Sending GCMSG_STORE_POST.");
     //MessageOut out(GCMSG_STORE_POST);
     //out.writeInt32(c.getDatabaseID());
     //out.writeString(msg.readString()); // name of receiver
     //out.writeString(msg.readString()); // content of letter
     //while (msg.getUnreadLength()) // attachments
     //{
     //    // write the item id and amount for each attachment
     //    out.writeInt32(msg.readInt16());
     //    out.writeInt32(msg.readInt16());
     //}
     //send(out);
 }
コード例 #22
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleRaiseAttribute(GameClient client, MessageIn message)
        {
            //const int attribute = message.readInt32();
            //AttribmodResponseCode retCode;
            //retCode = client.character.useCharacterPoint(attribute);

            //MessageOut result(GPMSG_RAISE_ATTRIBUTE_RESPONSE);
            //result.writeInt8(retCode);
            //result.writeInt32(attribute);
            //client.send(result);

            //if (retCode == ATTRIBMOD_OK)
            //{
            //    accountHandler.updateCharacterPoints(
            //        client.character.getDatabaseID(),
            //        client.character.getCharacterPoints(),
            //        client.character.getCorrectionPoints());

            //    // log transaction
            //    std::stringstream str;
            //    str << "User increased attribute " << attribute;
            //    accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                    TRANS_ATTR_INCREASE, str.str());
            //}
        }
コード例 #23
0
ファイル: Character.cs プロジェクト: Invertika/server
        bool mUpdateLevelProgress; /**< Flag raised when percent to next level changed */

        #endregion Fields

        #region Constructors

        public Character(MessageIn msg)
            : base(ThingType.OBJECT_CHARACTER)
        {
            //mTransactionHandler(NULL),
            mDatabaseID=-1;
            mLevel=1;
            mRecalculateLevel=true;
            mTransaction=TransactionType.TRANS_NONE;

            mExperience=new Dictionary<int, int>();

            Dictionary<int, List<AttributeInfoType>> attr=Program.attributeManager.getAttributeScope(ScopeType.CharacterScope);

            Logger.Write(LogLevel.Debug, "Character creation: initialisation of {0}  attributes.", attr.Count);
            foreach(KeyValuePair<int, List<AttributeInfoType>> pair in attr)
            {
                mAttributes.Add((uint)pair.Key, new Attribute(pair.Value));
            }

            // Get character data.
            mDatabaseID=msg.readInt32();
            setName(msg.readString());
            deserializeCharacterData(msg);
            mOld=getPosition();

            //TODO Ermitteln was hier eigentlich passieren sollte
            //Inventory(this).initialize();

            modifiedAllAttribute();
            setSize(16);

            // Give the character some specials for testing.
            //TODO: Get from quest vars and equipment
            giveSpecial(1);
            giveSpecial(2);
            giveSpecial(3);
        }
コード例 #24
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleSay(GameClient client, MessageIn message)
        {
            //const std::string say = message.readString();
            //if (say.empty())
            //    return;

            //if (say[0] == '@')
            //{
            //    CommandHandler::handleCommand(client.character, say);
            //    return;
            //}
            //if (!client.character.isMuted())
            //{
            //    GameState::sayAround(client.character, say);
            //    std::string msg = client.character.getName() + " said " + say;
            //    accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                    TRANS_MSG_PUBLIC, msg);
            //}
            //else
            //{
            //    GameState::sayTo(client.character, NULL,
            //                     "You are not allowed to talk right now.");
            //}
        }
コード例 #25
0
ファイル: AccountConnection.cs プロジェクト: Invertika/server
        protected override void processMessage(MessageIn msg)
        {
            switch(msg.getId())
            {
                case Protocol.AGMSG_REGISTER_RESPONSE:
                    {
                        if(msg.readInt16()!=(short)DataVersion.DATA_VERSION_OK)
                        {
                            Logger.Write(LogLevel.Error, "Item database is outdated! Please update to prevent inconsistencies");
                            stop();   //Disconnect gracefully from account server.
                            //Stop gameserver to prevent inconsistencies.
                            System.Environment.Exit((int)ExitValue.EXIT_DB_EXCEPTION);
                        }
                        else
                        {
                            Logger.Write(LogLevel.Debug, "Local item database is in sync with account server.");
                        }

                        if(msg.readInt16()!=(short)Password.PASSWORD_OK)
                        {
                            Logger.Write(LogLevel.Error, "This game server sent a invalid password");
                            stop();
                            System.Environment.Exit((int)ExitValue.EXIT_BAD_CONFIG_PARAMETER);
                        }

                        //read world state variables
                        while(msg.getUnreadLength()>0)
                        {
                            string key=msg.readString();
                            string @value=msg.readString();

                            if(key!=""&&@value!="")
                            {
                                GameState.setVariableFromDbserver(key,  @value);
                            }
                        }

                    }
                    break;

                case Protocol.AGMSG_PLAYER_ENTER:
                    {
                        string token=msg.readString();
                        Character ptr=new Character(msg);
                        Program.gameHandler.addPendingCharacter(token, ptr);
                    }
                    break;

                case Protocol.AGMSG_ACTIVE_MAP:
                    {
                        int mapId=msg.readInt16();
                        if(MapManager.activateMap(mapId))
                        {
                            // Set map variables
                            MapComposite m=MapManager.getMap(mapId);
                            int mapVarsNumber=msg.readInt16();
                            for(int i = 0;i < mapVarsNumber;++i)
                            {
                                string key=msg.readString();
                                string @value=msg.readString();
                                if(key!=""&&@value!="")
                                {
                                    m.setVariableFromDbserver(key,  @value);
                                }
                            }

                            //Recreate potential persistent floor items
                            Logger.Write(LogLevel.Debug, "Recreate persistant items on map {0}", mapId);
                            int floorItemsNumber=msg.readInt16();

                            for(int i = 0;i < floorItemsNumber;i += 4)
                            {
                                int itemId=msg.readInt32();
                                int amount=msg.readInt16();
                                int posX=msg.readInt16();
                                int posY=msg.readInt16();

                                ItemClass ic=Program.itemManager.getItem(itemId);

                                if(ic!=null)
                                {
                                    Item item=new Item(ic, amount);
                                    item.setMap(m);
                                    Point dst=new Point(posX, posY);
                                    item.setPosition(dst);

                                    if(!GameState.insertOrDelete((Thing)item))
                                    {
                                        // The map is full.
                                        Logger.Write(LogLevel.Debug, "Couldn't add floor item(s) {0}  into map {1}", itemId, mapId);
                                        return;
                                    }
                                }
                            }
                        }

                        break;
                    }
                case Protocol.AGMSG_SET_VAR_WORLD:
                    {
                        string key=msg.readString();
                        string @value=msg.readString();
                        GameState.setVariableFromDbserver(key, value);
                        Logger.Write(LogLevel.Debug, "Global variable \"{0}\" has changed to \"{1}\"", key,  @value);
                    }
                    break;

                case Protocol.AGMSG_REDIRECT_RESPONSE:
                    {
                        int id=msg.readInt32();
                        string token=msg.readString();
                        string address=msg.readString();
                        int port=msg.readInt16();
                        Program.gameHandler.completeServerChange(id, token, address, port);
                    }
                    break;

                case Protocol.AGMSG_GET_VAR_CHR_RESPONSE:
                    {
                        int id=msg.readInt32();
                        string name=msg.readString();
                        string @value=msg.readString();
                        Quest.recoveredQuestVar(id, name,  @value);
                    }
                    break;

                case Protocol.CGMSG_CHANGED_PARTY:
                    {
                        // Character DB id
                        int charid=msg.readInt32();
                        // Party id, 0 for none
                        int partyid=msg.readInt32();
                        Program.gameHandler.updateCharacter(charid, partyid);
                    }
                    break;

                case Protocol.CGMSG_POST_RESPONSE:
                    {
                        // get the character
                        Character character=Program.postMan.getCharacter(msg.readInt32());

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

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

                        Program.postMan.gotPost(character, sender, letter);

                    }
                    break;

                case Protocol.CGMSG_STORE_POST_RESPONSE:
                    {
                        // get character
                        Character character=Program.postMan.getCharacter(msg.readInt32());

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

                        //TODO: Get NPC to tell character if the sending of post
                        //was successful or not

                    }
                    break;

                default:
                    {
                        Logger.Write(LogLevel.Warning, "Invalid message type");
                        break;
                    }
            }
        }
コード例 #26
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleTrade(GameClient client, MessageIn message)
        {
            //std::stringstream str;
            //Trade *t = client.character.getTrading();
            //if (!t)
            //    return;

            //switch (message.getId())
            //{
            //    case PGMSG_TRADE_CANCEL:
            //        t.cancel();
            //        break;
            //    case PGMSG_TRADE_CONFIRM:
            //        t.confirm(client.character);
            //        break;
            //    case PGMSG_TRADE_AGREED:
            //        t.agree(client.character);
            //        // log transaction
            //        accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                        TRANS_TRADE_END,
            //                                        "User finished trading");
            //        break;
            //    case PGMSG_TRADE_SET_MONEY:
            //    {
            //        int money = message.readInt32();
            //        t.setMoney(client.character, money);
            //        // log transaction
            //        str << "User added " << money << " money to trade.";
            //        accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                        TRANS_TRADE_MONEY, str.str());
            //    } break;
            //    case PGMSG_TRADE_ADD_ITEM:
            //    {
            //        int slot = message.readInt8();
            //        t.addItem(client.character, slot, message.readInt8());
            //        // log transaction
            //        str << "User add item from slot " << slot;
            //        accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                        TRANS_TRADE_ITEM, str.str());
            //    } break;
            //}
        }
コード例 #27
0
ファイル: GameServerHandler.cs プロジェクト: Invertika/server
        public static void syncDatabase(MessageIn msg)
        {
            // It is safe to perform the following updates in a transaction
            //dal::PerformTransaction transaction(storage.database());

            while(msg.getUnreadLength()>0)
            {
                int msgType=msg.readInt8();
                switch((Sync)msgType)
                {
                    case Sync.SYNC_CHARACTER_POINTS:
                        {
                            Logger.Write(LogLevel.Debug, "received SYNC_CHARACTER_POINTS");
                            int charId=msg.readInt32();
                            int charPoints=msg.readInt32();
                            int corrPoints=msg.readInt32();
                            Program.storage.updateCharacterPoints(charId, charPoints, corrPoints);
                            break;
                        }
                    case Sync.SYNC_CHARACTER_ATTRIBUTE:
                        {
                            Logger.Write(LogLevel.Debug, "received SYNC_CHARACTER_ATTRIBUTE");
                            int charId=msg.readInt32();
                            int attrId=msg.readInt32();
                            double @base=msg.readDouble();
                            double mod=msg.readDouble();
                            Program.storage.updateAttribute(charId, (uint)attrId,  @base, mod);
                            break;
                        }
                    case Sync.SYNC_CHARACTER_SKILL:
                        {
                            Logger.Write(LogLevel.Debug, "received SYNC_CHARACTER_SKILL");
                            int charId=msg.readInt32();
                            int skillId=msg.readInt8();
                            int skillValue=msg.readInt32();
                            Program.storage.updateExperience(charId, skillId, skillValue);
                            break;
                        }
                    case Sync.SYNC_ONLINE_STATUS:
                        {
                            Logger.Write(LogLevel.Debug, "received SYNC_ONLINE_STATUS");
                            int charId=msg.readInt32();
                            bool online=(msg.readInt8()==1);
                            Program.storage.setOnlineStatus(charId, online);
                            break;
                        }
                }
            }

            //transaction.commit();
        }
コード例 #28
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
        void handleTradeRequest(GameClient client, MessageIn message)
        {
            //const int id = message.readInt16();

            //if (Trade *t = client.character.getTrading())
            //    if (t.request(client.character, id))
            //        return;

            //Character *q = findCharacterNear(client.character, id);
            //if (!q || q.isBusy())
            //{
            //    client.send(MessageOut(GPMSG_TRADE_CANCEL));
            //    return;
            //}

            //new Trade(client.character, q);

            //// log transaction
            //std::string str;
            //str = "User requested trade with " + q.getName();
            //accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                TRANS_TRADE_REQUEST, str);
        }
コード例 #29
0
 protected virtual void processMessage(NetComputer comp, MessageIn msg)
 {
     throw new NotImplementedException("These function must be overloaded from derived class.");
 }
コード例 #30
0
ファイル: GameHandler.cs プロジェクト: Postremus/server
 void handleUnequip(GameClient client, MessageIn message)
 {
     //const int itemInstance = message.readInt16();
     //if (!Inventory(client.character).unequip(itemInstance))
     //{
     //    MessageOut msg(GPMSG_SAY);
     //    msg.writeInt16(0); // From the server
     //    msg.writeString("Unable to unequip.");
     //    client.send(msg);
     //}
 }