OpenFusion/src/CNShardServer.cpp

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#include "CNProtocol.hpp"
#include "CNStructs.hpp"
#include "CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "CNShared.hpp"
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#include "settings.hpp"
#include "Database.hpp"
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#include <iostream>
#include <sstream>
#include <cstdlib>
std::map<uint32_t, PacketHandler> CNShardServer::ShardPackets;
std::list<TimerEvent> CNShardServer::Timers;
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CNShardServer::CNShardServer(uint16_t p) {
port = p;
pHandler = &CNShardServer::handlePacket;
REGISTER_SHARD_TIMER(keepAliveTimer, 4000);
REGISTER_SHARD_TIMER(periodicSaveTimer, settings::DBSAVEINTERVAL*1000);
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init();
}
void CNShardServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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printPacket(data, CL2FE);
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if (ShardPackets.find(data->type) != ShardPackets.end())
ShardPackets[data->type](sock, data);
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else if (settings::VERBOSITY > 0)
std::cerr << "OpenFusion: SHARD UNIMPLM ERR. PacketType: " << Defines::p2str(CL2FE, data->type) << " (" << data->type << ")" << std::endl;
PlayerManager::players[sock].lastHeartbeat = getTime();
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}
void CNShardServer::keepAliveTimer(CNServer* serv, time_t currTime) {
auto cachedPlayers = PlayerManager::players;
for (auto& pair : cachedPlayers) {
if (pair.second.lastHeartbeat != 0 && currTime - pair.second.lastHeartbeat > settings::TIMEOUT) {
// if the client hasn't responded in 60 seconds, its a dead connection so throw it out
pair.first->kill();
} else if (pair.second.lastHeartbeat != 0 && currTime - pair.second.lastHeartbeat > settings::TIMEOUT/2) {
// if the player hasn't responded in 30 seconds, send a live check
INITSTRUCT(sP_FE2CL_REQ_LIVE_CHECK, data);
pair.first->sendPacket((void*)&data, P_FE2CL_REQ_LIVE_CHECK, sizeof(sP_FE2CL_REQ_LIVE_CHECK));
}
}
}
void CNShardServer::periodicSaveTimer(CNServer* serv, time_t currTime) {
auto cachedPlayers = PlayerManager::players;
for (auto& pair : cachedPlayers) {
Database::updatePlayer(pair.second.plr);
}
}
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void CNShardServer::newConnection(CNSocket* cns) {
cns->setActiveKey(SOCKETKEY_E); // by default they accept keys encrypted with the default key
}
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void CNShardServer::killConnection(CNSocket* cns) {
// check if the player ever sent a REQ_PC_ENTER
if (PlayerManager::players.find(cns) == PlayerManager::players.end())
return;
// save player to DB
Database::updatePlayer(PlayerManager::players[cns].plr);
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// remove from CNSharedData
int64_t key = PlayerManager::getPlayer(cns)->SerialKey;
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PlayerManager::removePlayer(cns);
CNSharedData::erasePlayer(key);
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}
void CNShardServer::onStep() {
time_t currTime = getTime();
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for (TimerEvent& event : Timers) {
if (event.scheduledEvent == 0) {
// event hasn't been queued yet, go ahead and do that
event.scheduledEvent = currTime + event.delta;
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continue;
}
if (event.scheduledEvent < currTime) {
// timer needs to be called
event.handlr(this, currTime);
event.scheduledEvent = currTime + event.delta;
}
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}
}