private PlayerCharacterSerializer pcSerializer = null; // Used for storing pc data #endregion Fields #region Methods private void handleCreateChar(PlayerCharacter pc, IncommingMessage msg) { if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect) { CreateCharIncommingMessage msgCreateChar = (CreateCharIncommingMessage)msg; // Is acceptable character name if (!pcAuthentication.IsAcceptablePlayerName(msgCreateChar.UserName)) { CreateCharNotOkOutgoingMessage msgCreateCharNotOk = (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK); msgCreateCharNotOk.Message = "This character name is not acceptable."; pc.PutMessageIntoMyQueue(msgCreateCharNotOk); return; } // Does character exist? if (pcAuthentication.Exists(msgCreateChar.UserName)) { // Character already exists CreateCharNotOkOutgoingMessage msgCreateCharNotOk = (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK); msgCreateCharNotOk.Message = "A character with that name already exists."; pc.PutMessageIntoMyQueue(msgCreateCharNotOk); return; } // TODO: Add check for appearace values // All ok. Create a character try { pcAuthentication.Create(msgCreateChar.UserName, msgCreateChar.Password); } catch (Exception ex) { logger.LogError(LogSource.World, "Failed to create player " + pc.Name, ex); CreateCharNotOkOutgoingMessage msgCreateCharNotOk = (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK); msgCreateCharNotOk.Message = "Server could not create the character."; pc.PutMessageIntoMyQueue(msgCreateCharNotOk); return; } // Clear character (current state of character is undefined!) pc.ClearEntityImplementation(); EntityAppearance appearance = new EntityAppearance(msgCreateChar.Type); appearance.Head = msgCreateChar.Head; appearance.Skin = msgCreateChar.Skin; appearance.Hair = msgCreateChar.Hair; appearance.Shirt = msgCreateChar.Shirt; appearance.Pants = msgCreateChar.Pants; appearance.Boots = msgCreateChar.Boots; pc.Name = msgCreateChar.UserName; pc.CreateSetInitialAppearance(appearance); EntityLocation location = new EntityLocation(); short deviation = mapManager.StartPointDeviation; location.X = (short)(mapManager.StartPointX + (sbyte)WorldRNG.Next(-deviation, deviation)); location.Y = (short)(mapManager.StartPointY + (sbyte)WorldRNG.Next(-deviation, deviation)); location.Z = 0; location.Rotation = 0; location.CurrentMap = mapManager.StartPointMap; pc.CreateSetInitialLocation(location); // TODO: Apply race specific factors // Add bonus items ItemDefinition itmDef = null; // Royals itmDef = ItemDefinitionCache.GetItemDefinitionByID(5); if (itmDef != null) { Item itm = new Item(itmDef); itm.Quantity = 100; pc.InventoryUpdateItem(itm); } // Recalculate enerigies pc.CreateRecalculateInitialEnergies(); // Store data try { pc.ForceSerialization(); pc.Serialize(pcSerializer); } catch (Exception ex) { logger.LogError(LogSource.World, "Failed to serialize player " + pc.Name, ex); CreateCharNotOkOutgoingMessage msgCreateCharNotOk = (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK); msgCreateCharNotOk.Message = "Server could not create the character."; pc.PutMessageIntoMyQueue(msgCreateCharNotOk); return; } // Send char created ok message pc.PutMessageIntoMyQueue(msgStdCreateCharOk); } }
private void handleLogIn(PlayerCharacter pc, IncommingMessage msg) { if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect) { LogInIncommingMessage msgLogIn = (LogInIncommingMessage)msg; // Is acceptable character name if (!pcAuthentication.IsAcceptablePlayerName(msgLogIn.UserName)) { LogInNotOkOutgoingMessage msgLogInNotOk = (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK); msgLogInNotOk.Message = "This character name is not acceptable."; pc.PutMessageIntoMyQueue(msgLogInNotOk); return; } // Does character exist if (!pcAuthentication.Exists(msgLogIn.UserName)) { pc.PutMessageIntoMyQueue(msgStdYouDontExist); return; } try { // Check the password if (!pcAuthentication.Authenticate(msgLogIn.UserName, msgLogIn.Password)) { LogInNotOkOutgoingMessage msgLogInNotOk = (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK); msgLogInNotOk.Message = "The password is wrong!"; pc.PutMessageIntoMyQueue(msgLogInNotOk); return; } } catch (Exception ex) { logger.LogError(LogSource.World, "Failed to authenticate player: " + pc.Name, ex); LogInNotOkOutgoingMessage msgLogInNotOk = (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK); msgLogInNotOk.Message = "Server could not load the character!"; pc.PutMessageIntoMyQueue(msgLogInNotOk); return; } // Check if already logged in if (getPlayerByName(msgLogIn.UserName) != null) { LogInNotOkOutgoingMessage msgLogInNotOk = (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK); msgLogInNotOk.Message = "You are already logged in!"; pc.PutMessageIntoMyQueue(msgLogInNotOk); return; } // Clear character (current state of character is undefined!) pc.ClearEntityImplementation(); pc.Name = msgLogIn.UserName; // Temporary setting user name so that deserialization may work // Deserialize user data try { pc.Deserialize(pcDeserializer); } catch (Exception ex) { logger.LogError(LogSource.World, "Failed to deserialize player: " + pc.Name, ex); LogInNotOkOutgoingMessage msgLogInNotOk = (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK); msgLogInNotOk.Message = "Server could not load the character!"; pc.PutMessageIntoMyQueue(msgLogInNotOk); return; } try { // Add to dictionaries / Get EntityID addEntityImplementationToWorld(pc); } catch (Exception ex) { logger.LogError(LogSource.World, "Failed to register player: " + pc.Name, ex); LogInNotOkOutgoingMessage msgLogInNotOk = (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK); msgLogInNotOk.Message = "Server could not register the character!"; pc.PutMessageIntoMyQueue(msgLogInNotOk); return; } // TODO: Send initial data to client // New Minute NewMinuteOutgoingMessage msgNewMinute = (NewMinuteOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.NEW_MINUTE); msgNewMinute.MinuteOfTheDay = calendar.MinuteOfTheDay; pc.PutMessageIntoMyQueue(msgNewMinute); // You Are YouAreOutgoingMessage msgYouAre = (YouAreOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.YOU_ARE); msgYouAre.EntityID = pc.EntityID; pc.PutMessageIntoMyQueue(msgYouAre); // Change Map pc.LocationChangeMapAtEnterWorld(); // Here Your Inventory HereYourInventoryOutgoingMessage msgHereYourInventory = (HereYourInventoryOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.HERE_YOUR_INVENTORY); pc.FillOutgoingMessage(msgHereYourInventory); pc.PutMessageIntoMyQueue(msgHereYourInventory); // Here Your Stats HereYourStatsOutgoingMessage msgHereYourStats = (HereYourStatsOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.HERE_YOUR_STATS); pc.FillOutgoingMessage(msgHereYourStats); pc.PutMessageIntoMyQueue(msgHereYourStats); // Log In Ok pc.PutMessageIntoMyQueue(msgStdLogInOk); // All is OK pc.LoginState = PlayerCharacterLoginState.LoginSuccesfull; } }