private void handlePM(PlayerCharacter pc, IncommingMessage msg) { if (pc.LoginState == PlayerCharacterLoginState.LoginSuccesfull) { SendPMIncommingMessage msgSendPM = (SendPMIncommingMessage)msg; PlayerCharacter sendToPlayer = getPlayerByName(msgSendPM.RecipientName); if (sendToPlayer == null) { RawTextOutgoingMessage msgToSender = (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT); msgToSender.Color = PredefinedColor.Blue1; msgToSender.Channel = PredefinedChannel.CHAT_LOCAL; msgToSender.Text = "The one you seek is not here..."; pc.PutMessageIntoMyQueue(msgToSender); } else { RawTextOutgoingMessage msgToSender = (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT); msgToSender.Color = PredefinedColor.Purple1; msgToSender.Channel = PredefinedChannel.CHAT_PERSONAL; msgToSender.Text = "[PM to " + sendToPlayer.Name + ": " + msgSendPM.Text + "]"; pc.PutMessageIntoMyQueue(msgToSender); RawTextOutgoingMessage msgToRecipient = (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT); msgToRecipient.Color = PredefinedColor.Purple1; msgToRecipient.Channel = PredefinedChannel.CHAT_PERSONAL; msgToRecipient.Text = "[PM from " + pc.Name + ": " + msgSendPM.Text + "]"; sendToPlayer.PutMessageIntoMyQueue(msgToRecipient); } } }
private void handleRawText(PlayerCharacter pc, IncommingMessage msg) { if (pc.LoginState == PlayerCharacterLoginState.LoginSuccesfull) { RawTextIncommingMessage msgRawText = (RawTextIncommingMessage)msg; // Handling for different types of raw text // TODO: Rewrite - add a separate module for handling server commands switch (msgRawText.Text[0]) { case('#'): if (msgRawText.Text.ToLower() == "#save") { RawTextOutgoingMessage msgRawTextOut = (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT); msgRawTextOut.Channel = PredefinedChannel.CHAT_LOCAL; try { pc.Serialize(pcSerializer); msgRawTextOut.Text = "Another page in Book of Life is filled..."; msgRawTextOut.Color = PredefinedColor.Blue1; } catch (Exception ex) { logger.LogError(LogSource.World, "Failed to serialize player " + pc.Name, ex); msgRawTextOut.Text = "Your page in Book of Life remains blank..."; msgRawTextOut.Color = PredefinedColor.Red2; } pc.PutMessageIntoMyQueue(msgRawTextOut); return; } if (msgRawText.Text.ToLower() == "#list_commands") { RawTextOutgoingMessage msgRawTextOut = (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT); msgRawTextOut.Channel = PredefinedChannel.CHAT_LOCAL; msgRawTextOut.Color = PredefinedColor.Green3; msgRawTextOut.Text = "Available commands: list_commands, save, follow, stop_following, release_followers, list_skills"; pc.PutMessageIntoMyQueue(msgRawTextOut); return; } if (msgRawText.Text.ToLower() == "#stop_following") { pc.FollowingStopFollowing(); return; } if (msgRawText.Text.ToLower() == "#release_followers") { pc.FollowingReleaseFollowers(); return; } if (msgRawText.Text.ToLower().IndexOf("#follow") == 0) { RawTextOutgoingMessage msgRawTextOut = (RawTextOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.RAW_TEXT); msgRawTextOut.Channel = PredefinedChannel.CHAT_LOCAL; string[] tokens = msgRawText.Text.Split(' '); if (tokens.Length != 2) { msgRawTextOut.Color = PredefinedColor.Red2; msgRawTextOut.Text = "You are replied by silence..."; pc.PutMessageIntoMyQueue(msgRawTextOut); return; } // Does character exist PlayerCharacter pcTakenByHand = getPlayerByName(tokens[1]); if (pcTakenByHand == null) { msgRawTextOut.Color = PredefinedColor.Blue1; msgRawTextOut.Text = "The one you seek is not here..."; pc.PutMessageIntoMyQueue(msgRawTextOut); return; } pc.FollowingFollow(pcTakenByHand); return; } if ((msgRawText.Text.ToLower().IndexOf("#change_health") != -1) && serverConfiguration.EnableTestCommands) { string[] tokens = msgRawText.Text.Split(' '); short changeVal = Convert.ToInt16(tokens[1]); pc.EnergiesUpdateHealth(changeVal); return; } if ((msgRawText.Text.ToLower().IndexOf("#resurrect") != -1) && serverConfiguration.EnableTestCommands) { pc.EnergiesResurrect(); return; } if ((msgRawText.Text.ToLower().IndexOf("#add_item") != -1) && serverConfiguration.EnableTestCommands) { string[] tokens = msgRawText.Text.Split(' '); if (tokens.Length != 3) return; ushort itemID = Convert.ToUInt16(tokens[1]); int quantity = Convert.ToInt32(tokens[2]); ItemDefinition itmDef = ItemDefinitionCache.GetItemDefinitionByID(itemID); if (itmDef == null) return; Item itm = new Item(itmDef); itm.Quantity = quantity; pc.InventoryUpdateItem(itm); } if (msgRawText.Text.ToLower() == "#list_skills") { pc.SkillsListSkills(); } break; default: break; } } }
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 handleSendVersion(PlayerCharacter pc, IncommingMessage msg) { if (pc.LoginState == PlayerCharacterLoginState.NotInitialized) { SendVersionIncommingMessage svMsg = (SendVersionIncommingMessage)msg; if (serverConfiguration.CheckProtocolVersion) { if (svMsg.ProtocolVersionFirstDigit == ProtocolVersion.FirstDigit && svMsg.ProtocolVersionSecondDigit == ProtocolVersion.SecondDigit) { pc.LoginState = PlayerCharacterLoginState.ClientVersionCorrect; } else { // Wrong version pc.LoginState = PlayerCharacterLoginState.ClientVersionIncorrect; pc.PutMessageIntoMyQueue(msgStdWrongClientVersion); pc.LoginState = PlayerCharacterLoginState.LoggingOff; // Start purging procedure } } else { // Always correct pc.LoginState = PlayerCharacterLoginState.ClientVersionCorrect; } } }
private void handleSendOpeningScreen(PlayerCharacter pc, IncommingMessage msg) { if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect || pc.LoginState == PlayerCharacterLoginState.LoginSuccesfull) { // Send opening message pc.PutMessageIntoMyQueue(msgStdOpeningMessage); } }
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; } }