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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-23 11:50:04 +00:00
hugely simplified managing player characters in login server
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parent
657306e0a1
commit
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@ -48,10 +48,6 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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characterSelect(sock, data);
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break;
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}
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case P_CL2LS_REQ_SHARD_SELECT: {
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shardSelect(sock, data);
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break;
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}
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case P_CL2LS_REQ_SAVE_CHAR_TUTOR: {
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finishTutorial(sock, data);
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break;
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@ -135,17 +131,15 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock] = CNLoginData();
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loginSessions[sock].userID = findUser->AccountID;
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loginSessions[sock].slot = findUser->Selected;
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loginSessions[sock].lastHeartbeat = getTime();
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std::vector<Player> characters = Database::getCharacters(loginSessions[sock].userID);
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int charCount = characters.size();
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std::vector<sP_LS2CL_REP_CHAR_INFO> characters = Database::getCharInfo(loginSessions[sock].userID);
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INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
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memcpy(resp.szID, login->szID, sizeof(char16_t) * 33);
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resp.iCharCount = charCount;
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resp.iSlotNum = loginSessions[sock].slot;
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resp.iCharCount = characters.size();
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resp.iSlotNum = findUser->Selected;
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resp.iPaymentFlag = 1;
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resp.iOpenBetaFlag = 0;
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resp.uiSvrTime = getTime();
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@ -157,54 +151,33 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
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sock->setEKey(CNSocketEncryption::createNewKey(resp.uiSvrTime, resp.iCharCount + 1, resp.iSlotNum + 1));
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sock->setFEKey(CNSocketEncryption::createNewKey((uint64_t)(*(uint64_t*)&CNSocketEncryption::defaultKey[0]), login->iClientVerC, 1));
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// now send the characters :)
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std::vector<Player>::iterator it;
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for (it = characters.begin(); it != characters.end(); it++) {
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sP_LS2CL_REP_CHAR_INFO charInfo = sP_LS2CL_REP_CHAR_INFO();
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charInfo.iSlot = (int8_t)it->slot;
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charInfo.iLevel = (int16_t)it->level;
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charInfo.sPC_Style = it->PCStyle;
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charInfo.sPC_Style2 = it->PCStyle2;
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// position
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charInfo.iX = it->x;
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charInfo.iY = it->y;
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charInfo.iZ = it->z;
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// save character in session (for char select)
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int UID = it->iID;
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loginSessions[sock].characters[UID] = Player(*it);
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loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
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// Equip info
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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charInfo.aEquip[i] = it->Equip[i];
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}
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// set default to the first character
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if (it == characters.begin())
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loginSessions[sock].selectedChar = UID;
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sock->sendPacket((void*)&charInfo, P_LS2CL_REP_CHAR_INFO, sizeof(sP_LS2CL_REP_CHAR_INFO));
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}
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DEBUGLOG(
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std::cout << "Login Server: Login success. Welcome " << userLogin << " [" << loginSessions[sock].userID << "]" << std::endl;
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)
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if (resp.iCharCount == 0)
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return;
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// now send the characters :)
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std::vector<sP_LS2CL_REP_CHAR_INFO>::iterator it;
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for (it = characters.begin(); it != characters.end(); it++)
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sock->sendPacket((void*)&*it, P_LS2CL_REP_CHAR_INFO, sizeof(sP_LS2CL_REP_CHAR_INFO));
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DEBUGLOG(
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std::cout << "Login Server: Loaded " << (int)resp.iCharCount << " characters" << std::endl;
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)
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}
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void CNLoginServer::newAccount(CNSocket* sock, std::string userLogin, std::string userPassword, int32_t clientVerC) {
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loginSessions[sock] = CNLoginData();
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loginSessions[sock].userID = Database::addAccount(userLogin, userPassword);
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loginSessions[sock].slot = 1;
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loginSessions[sock].lastHeartbeat = getTime();
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INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
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U8toU16(userLogin, resp.szID, sizeof(resp.szID));
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resp.iCharCount = 0;
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resp.iSlotNum = loginSessions[sock].slot;
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resp.iSlotNum = 1;
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resp.iPaymentFlag = 1;
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resp.iOpenBetaFlag = 0;
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resp.uiSvrTime = getTime();
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@ -293,8 +266,7 @@ void CNLoginServer::characterCreate(CNSocket* sock, CNPacketData* data) {
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sP_CL2LS_REQ_CHAR_CREATE* character = (sP_CL2LS_REQ_CHAR_CREATE*)data->buf;
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if (!(Database::validateCharacter(character->PCStyle.iPC_UID, loginSessions[sock].userID) ||
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loginSessions[sock].characters.find(character->PCStyle.iPC_UID) == loginSessions[sock].characters.end())) {
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if (!Database::validateCharacter(character->PCStyle.iPC_UID, loginSessions[sock].userID)) {
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INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_FAIL, fail);
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fail.iErrorCode = 2;
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sock->sendPacket((void*)&fail, P_LS2CL_REP_SHARD_SELECT_FAIL, sizeof(sP_LS2CL_REP_SHARD_SELECT_FAIL));
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@ -331,10 +303,6 @@ void CNLoginServer::characterCreate(CNSocket* sock, CNPacketData* data) {
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resp.iLevel = player.level;
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resp.sOn_Item = character->sOn_Item;
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// save player in session
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loginSessions[sock].characters[UID] = Player(player);
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loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
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loginSessions[sock].lastHeartbeat = getTime();
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_CREATE_SUCC, sizeof(sP_LS2CL_REP_CHAR_CREATE_SUCC));
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@ -352,19 +320,17 @@ void CNLoginServer::characterDelete(CNSocket* sock, CNPacketData* data) {
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resp.iSlotNum = operationResult;
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_DELETE_SUCC, sizeof(sP_LS2CL_REP_CHAR_DELETE_SUCC));
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loginSessions[sock].lastHeartbeat = getTime();
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loginSessions[sock].characters.erase(del->iPC_UID);
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}
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void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2LS_REQ_CHAR_SELECT))
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return;
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// character selected
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sP_CL2LS_REQ_CHAR_SELECT* character = (sP_CL2LS_REQ_CHAR_SELECT*)data->buf;
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INITSTRUCT(sP_LS2CL_REP_CHAR_SELECT_SUCC, resp);
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sP_CL2LS_REQ_CHAR_SELECT* selection = (sP_CL2LS_REQ_CHAR_SELECT*)data->buf;
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// we're doing a small hack and immediately send SHARD_SELECT_SUCC
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INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_SUCC, resp);
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if (!(Database::validateCharacter(character->iPC_UID, loginSessions[sock].userID) ||
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loginSessions[sock].characters.find(character->iPC_UID) == loginSessions[sock].characters.end())) {
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if (!Database::validateCharacter(selection->iPC_UID, loginSessions[sock].userID)) {
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INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_FAIL, fail);
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fail.iErrorCode = 2;
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sock->sendPacket((void*)&fail, P_LS2CL_REP_SHARD_SELECT_FAIL, sizeof(sP_LS2CL_REP_SHARD_SELECT_FAIL));
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@ -373,41 +339,26 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
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DEBUGLOG(
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std::cout << "P_CL2LS_REQ_CHAR_SELECT:" << std::endl;
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std::cout << "\tPC_UID: " << character->iPC_UID << std::endl;
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std::cout << "\tPC_UID: " << selection->iPC_UID << std::endl;
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)
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loginSessions[sock].lastHeartbeat = getTime();
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loginSessions[sock].selectedChar = character->iPC_UID;
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Database::updateSelected(loginSessions[sock].userID, loginSessions[sock].characters[character->iPC_UID].slot);
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHAR_SELECT_SUCC, sizeof(sP_LS2CL_REP_CHAR_SELECT_SUCC));
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}
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void CNLoginServer::shardSelect(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2LS_REQ_SHARD_SELECT))
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return;
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// tell client to connect to the shard server
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sP_CL2LS_REQ_SHARD_SELECT* shard = (sP_CL2LS_REQ_SHARD_SELECT*)data->buf;
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INITSTRUCT(sP_LS2CL_REP_SHARD_SELECT_SUCC, resp);
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DEBUGLOG(
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std::cout << "P_CL2LS_REQ_SHARD_SELECT:" << std::endl;
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std::cout << "\tShard: " << (int)shard->ShardNum << std::endl;
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)
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const char* SHARD_IP = settings::SHARDSERVERIP.c_str();
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resp.iEnterSerialKey = rand();
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resp.g_FE_ServerPort = settings::SHARDPORT;
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// copy IP to resp (this struct uses ASCII encoding so we don't have to goof around converting encodings)
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const char* SHARD_IP = settings::SHARDSERVERIP.c_str();
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memcpy(resp.g_FE_ServerIP, SHARD_IP, strlen(SHARD_IP));
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resp.g_FE_ServerIP[strlen(SHARD_IP)] = '\0';
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resp.g_FE_ServerPort = settings::SHARDPORT;
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// pass player to CNSharedData
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CNSharedData::setPlayer(resp.iEnterSerialKey, loginSessions[sock].characters[loginSessions[sock].selectedChar]);
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Player passPlayer = Database::getPlayer(selection->iPC_UID);
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passPlayer.FEKey = sock->getFEKey();
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resp.iEnterSerialKey = passPlayer.iID;
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CNSharedData::setPlayer(resp.iEnterSerialKey, passPlayer);
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sock->sendPacket((void*)&resp, P_LS2CL_REP_SHARD_SELECT_SUCC, sizeof(sP_LS2CL_REP_SHARD_SELECT_SUCC));
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// update current slot in DB
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Database::updateSelected(loginSessions[sock].userID, passPlayer.slot);
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}
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void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
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@ -415,11 +366,6 @@ void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
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return;
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sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf;
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Database::finishTutorial(save->iPC_UID);
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// update character in session
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auto key = loginSessions[sock].characters[save->iPC_UID].FEKey;
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loginSessions[sock].characters[save->iPC_UID] = Player(Database::getPlayer(save->iPC_UID));
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loginSessions[sock].characters[save->iPC_UID].FEKey = key;
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loginSessions[sock].lastHeartbeat = getTime();
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// no response here
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}
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@ -7,9 +7,7 @@
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#include <map>
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struct CNLoginData {
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std::map<int64_t, Player> characters;
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int64_t selectedChar;
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int userID; int slot;
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int userID;
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time_t lastHeartbeat;
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};
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@ -37,7 +35,6 @@ private:
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static void characterCreate(CNSocket* sock, CNPacketData* data);
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static void characterDelete(CNSocket* sock, CNPacketData* data);
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static void characterSelect(CNSocket* sock, CNPacketData* data);
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static void shardSelect(CNSocket* sock, CNPacketData* data);
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static void finishTutorial(CNSocket* sock, CNPacketData* data);
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static void changeName(CNSocket* sock, CNPacketData* data);
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static void duplicateExit(CNSocket* sock, CNPacketData* data);
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@ -364,6 +364,56 @@ std::vector <Player> Database::getCharacters(int UserID) {
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return result;
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}
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std::vector <sP_LS2CL_REP_CHAR_INFO> Database::getCharInfo(int userID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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(c(&DbPlayer::AccountID) == userID));
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std::vector<sP_LS2CL_REP_CHAR_INFO> result = std::vector<sP_LS2CL_REP_CHAR_INFO>();
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for (auto& character : characters) {
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sP_LS2CL_REP_CHAR_INFO toAdd = {};
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toAdd.iX = character.x_coordinates;
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toAdd.iY = character.y_coordinates;
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toAdd.iZ = character.z_coordinates;
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toAdd.iLevel = character.Level;
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toAdd.iSlot = character.slot;
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toAdd.sPC_Style.iBody = character.Body;
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toAdd.sPC_Style.iClass = character.Class;
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toAdd.sPC_Style.iEyeColor = character.EyeColor;
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toAdd.sPC_Style.iFaceStyle = character.FaceStyle;
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toAdd.sPC_Style.iGender = character.Gender;
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toAdd.sPC_Style.iHairColor = character.HairColor;
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toAdd.sPC_Style.iHairStyle = character.HairStyle;
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toAdd.sPC_Style.iHeight = character.Height;
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toAdd.sPC_Style.iNameCheck = character.NameCheck;
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toAdd.sPC_Style.iPC_UID = character.PlayerID;
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toAdd.sPC_Style.iSkinColor = character.SkinColor;
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U8toU16(character.FirstName, toAdd.sPC_Style.szFirstName, sizeof(toAdd.sPC_Style.szFirstName));
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U8toU16(character.LastName, toAdd.sPC_Style.szLastName, sizeof(toAdd.sPC_Style.szLastName));
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toAdd.sPC_Style2.iAppearanceFlag = character.AppearanceFlag;
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toAdd.sPC_Style2.iPayzoneFlag = character.PayZoneFlag;
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toAdd.sPC_Style2.iTutorialFlag = character.TutorialFlag;
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//get equipment
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auto items = db.get_all<Inventory>(
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where(c(&Inventory::playerId) == character.PlayerID && c(&Inventory::slot) < AEQUIP_COUNT));
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for (auto& item : items) {
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sItemBase addItem = {};
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addItem.iID = item.id;
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addItem.iType = item.Type;
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addItem.iOpt = item.Opt;
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addItem.iTimeLimit = item.TimeLimit;
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toAdd.aEquip[item.slot] = addItem;
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}
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result.push_back(toAdd);
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}
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return result;
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}
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// XXX: This is never called?
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void Database::evaluateCustomName(int characterID, CustomName decision) {
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std::lock_guard<std::mutex> lock(dbCrit);
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@ -130,6 +130,7 @@ namespace Database {
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// returns slot number
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int deleteCharacter(int characterID, int userID);
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std::vector <Player> getCharacters(int userID);
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std::vector <sP_LS2CL_REP_CHAR_INFO> getCharInfo(int userID);
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// accepting/declining custom name
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enum class CustomName {
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APPROVE = 1,
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