mirror of
https://github.com/CPunch/gopenfusion.git
synced 2026-02-06 19:00:04 +00:00
major refactoring; started DB
- DB work has started in db. this will be a direct port of the OpenFusion DB format. - LoginServer is now less of a dummy. You can create and login to accounts, and create a character to go through the tutorial with. - config.go will host some commonly changed variables. - protocol: fixed a bug relating to arrays being ignored while encoding packets
This commit is contained in:
171
server/login.go
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171
server/login.go
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package server
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import (
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"encoding/binary"
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"fmt"
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"time"
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"github.com/CPunch/GopenFusion/config"
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"github.com/CPunch/GopenFusion/db"
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"github.com/CPunch/GopenFusion/protocol"
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"github.com/CPunch/GopenFusion/util"
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)
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const (
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LOGIN_DATABASE_ERROR = 0
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LOGIN_ID_DOESNT_EXIST = 1
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LOGIN_ID_AND_PASSWORD_DO_NOT_MATCH = 2
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LOGIN_ID_ALREADY_IN_USE = 3
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LOGIN_ERROR = 4
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LOGIN_CLIENT_VERSION_OUTDATED = 6
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LOGIN_YOU_ARE_NOT_AN_AUTHORIZED_BETA_TESTER = 7
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LOGIN_AUTHENTICATION_CONNECTION_ERROR = 8
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LOGIN_UPDATED_EUALA_REQUIRED = 9
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)
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func (server *LoginServer) AcceptLogin(client *Client, SzID string, IClientVerC int32, ISlotNum int8, data []protocol.SP_LS2CL_REP_CHAR_INFO) {
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client.SzID = SzID
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resp := &protocol.SP_LS2CL_REP_LOGIN_SUCC{
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SzID: SzID,
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ICharCount: int8(len(data)),
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ISlotNum: ISlotNum,
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IPaymentFlag: 1,
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IOpenBetaFlag: 0,
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UiSvrTime: uint64(time.Now().Unix()),
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}
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client.Send(resp, protocol.P_LS2CL_REP_LOGIN_SUCC)
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client.E_key = protocol.CreateNewKey(
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resp.UiSvrTime,
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uint64(resp.ICharCount+1),
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uint64(resp.ISlotNum+1),
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)
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client.FE_key = protocol.CreateNewKey(
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binary.LittleEndian.Uint64([]byte(protocol.DEFAULT_KEY)),
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uint64(IClientVerC),
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1,
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)
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// send characters (if any)
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for i := 0; i < len(data); i++ {
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client.Send(&data[i], protocol.P_LS2CL_REP_CHAR_INFO)
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}
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}
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func (server *LoginServer) Login(client *Client, pkt *protocol.Packet) {
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var loginPkt protocol.SP_CL2LS_REQ_LOGIN
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pkt.Decode(&loginPkt)
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SendError := func(e int32) {
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client.Send(&protocol.SP_LS2CL_REP_LOGIN_FAIL{
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IErrorCode: e,
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SzID: loginPkt.SzID,
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}, protocol.P_LS2CL_REP_LOGIN_FAIL)
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}
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// client is resending a login packet??
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if client.AccountID != -1 {
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SendError(LOGIN_ERROR)
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panic(fmt.Errorf("Out of order P_CL2LS_REQ_LOGIN!"))
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}
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// attempt login
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account, err := db.TryLogin(db.DefaultDB, loginPkt.SzID, loginPkt.SzPassword)
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if err == db.LoginErrorInvalidID {
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// this is the default behavior, auto create the account if the ID isn't in use
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account, err = db.NewAccount(db.DefaultDB, loginPkt.SzID, loginPkt.SzPassword)
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if err != nil {
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// respond with a dummy login error packet so the client doesn't get softlocked
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SendError(LOGIN_DATABASE_ERROR)
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panic(err)
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}
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} else if err == db.LoginErrorInvalidPassword {
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// respond with invalid password
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SendError(LOGIN_ID_AND_PASSWORD_DO_NOT_MATCH)
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return
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} else if err != nil { // wtf?
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SendError(LOGIN_DATABASE_ERROR)
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panic(err)
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}
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// grab player data
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client.AccountID = account.AccountID
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plrs, err := db.DefaultDB.GetPlayers(account.AccountID)
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if err != nil {
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SendError(LOGIN_DATABASE_ERROR)
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panic(err)
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}
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// build character list
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charInfo := make([]protocol.SP_LS2CL_REP_CHAR_INFO, 0)
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for _, plr := range plrs {
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PCStyle, PCStyle2 := util.Player2PCStyle(&plr)
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info := protocol.SP_LS2CL_REP_CHAR_INFO{
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ISlot: int8(plr.Slot),
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ILevel: int16(plr.Level),
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SPC_Style: PCStyle,
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SPC_Style2: PCStyle2,
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IX: int32(plr.XCoordinate),
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IY: int32(plr.YCoordinate),
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IZ: int32(plr.ZCoordinate),
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}
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AEquip, err := db.DefaultDB.GetPlayerInventorySlots(plr.PlayerID, 0, config.AEQUIP_COUNT-1)
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if err != nil {
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SendError(LOGIN_DATABASE_ERROR)
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panic(err)
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}
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copy(info.AEquip[:], AEquip)
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charInfo = append(charInfo, info)
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}
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server.AcceptLogin(client, loginPkt.SzID, loginPkt.IClientVerC, 1, charInfo)
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}
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func (server *LoginServer) SaveCharacterName(client *Client, pkt *protocol.Packet) {
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var charPkt protocol.SP_CL2LS_REQ_SAVE_CHAR_NAME
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pkt.Decode(&charPkt)
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if client.AccountID == -1 {
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client.Send(&protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_FAIL{}, protocol.P_LS2CL_REP_SAVE_CHAR_NAME_FAIL)
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panic(fmt.Errorf("Out of order P_LS2CL_REP_SAVE_CHAR_NAME_FAIL!"))
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}
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PlayerID, err := db.DefaultDB.NewPlayer(client.AccountID, charPkt.SzFirstName, charPkt.SzLastName, int(charPkt.ISlotNum))
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if err != nil {
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client.Send(&protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_FAIL{}, protocol.P_LS2CL_REP_SAVE_CHAR_NAME_FAIL)
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panic(err)
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}
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client.Send(&protocol.SP_LS2CL_REP_SAVE_CHAR_NAME_SUCC{
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IPC_UID: int64(PlayerID),
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ISlotNum: charPkt.ISlotNum,
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IGender: charPkt.IGender,
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SzFirstName: charPkt.SzFirstName,
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SzLastName: charPkt.SzLastName,
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}, protocol.P_LS2CL_REP_SAVE_CHAR_NAME_SUCC)
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}
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func (server *LoginServer) CharacterCreate(client *Client, pkt *protocol.Packet) {
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var charPkt protocol.SP_CL2LS_REQ_CHAR_CREATE
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pkt.Decode(&charPkt)
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if err := db.DefaultDB.FinishPlayer(&charPkt, client.AccountID); err != nil {
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panic(err)
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}
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plr, err := db.DefaultDB.GetPlayer(int(charPkt.PCStyle.IPC_UID))
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if err != nil {
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panic(err)
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}
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PCStyle, PCStyle2 := util.Player2PCStyle(plr)
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client.Send(&protocol.SP_LS2CL_REP_CHAR_CREATE_SUCC{
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ILevel: int16(plr.Level),
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SPC_Style: PCStyle,
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SPC_Style2: PCStyle2,
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SOn_Item: protocol.SOnItem{ /*TODO*/ },
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}, protocol.P_LS2CL_REP_CHAR_CREATE_SUCC)
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}
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